* This will handle the new vulkan binding model with multiple descriptor
sets and arrays of objects in each binding. It also makes a few tidy
ups and improvements to other APIs in presentation - will e.g. now
show thumbnails for vertex and other stages.
* E.g. if a huge buffer is displayed as just floats, there could be
100s of millions of rows. Instead, we clip to 200,000 (anecdotally
where things start getting a bit laggy on the control), and allow
advancing through sections of the buffer at a time.
* If no position element is selected at all that's really confusing, so
worst case we just pick the first attribute.
* Making it intuitive/obvious that you can change which attribute is
displayed as mesh - that's a different problem.
* Tweaked flycam a bit too, but not much.
* Refactored the API/C# side camera classes to avoid exposing a ton of
stuff just to do relative rotations in the arcball via quaternions.
* The arcball lookat position can also be dragged with alt-click or
middle click.
* Also supports other elements as position not just magically-selected
"POSITION" element.
* Crash upload fix
* If a vertex is the strip restart index (displayed as "-1") or is
reading out of bounds of the index buffer (displayed as "-") then we
should still allow vertex debugging to go ahead, as if the index were
just 0.
* The option will enable monospaced fonts for all data displays, like
the list of events, API calls, etc as well as pipeline displays, entry
of filename/directory in the capture window and many other places.
Pure UI labelling etc mostly still stays as a serif font.
* A few sizes of controls were tweaked (like headers in the pipeline
windows) so that they didn't just barely overflow with the larger
font.
* While looking at this, it became obvious that buffer viewers and
constant bufferviewers should always display in monospaced regardless,
so that has been changed.
* If buffer wasn't a multiple of 4, a Buffer.BlockCopy call could crash
* Unsigned byte indices (for GL) weren't supported
* Post-transform index buffer was assumed to just be uints, but in fact
it is the same size as the drawcall's existing indices.
* Previously for post VS data we could maintain the index buffer by just
doing the stream-out/transform feedback for a point list with each
unique index. To maintain the index buffer we padded out any gaps in
the indices with a single value, so that we could just shift the
indices. This causes severe problems though if the indices start at 0
and contain an invalid value like 0xcccccccc - we'd allocate a huge
array and perform a massively wasteful streamout.
* Instead, we just stream out on the tightly packed list of unique
indices, then remap each 'real' index to where it is in the tightly
packed output buffer.