* This allows better identification of a shader from its reflection
bundle. The entry point was already 'optionally' in the debug info
struct which is no longer a great location for it.
* For APIs where the entry point isn't contractual and it might not be
listed, instead we just fall back to 'main'. This means that the UI
or anyone fetching the info can be guaranteed that some sensible entry
point will be listed.
* Also for the debug info, remove the 'entryFile' index and instead just
guarantee that as much as possible the entry point will be in the
first file in the list.
* Things like addressing modes, stencil operations, and other things the
UI didn't need to know about previously were only exposed as string
values to be passed through and displayed.
* Now we describe these with enums so the API can be properly
introspected and used by consumers that might want to know the actual
values of these states.
* For APIs where the shader namespace/bindpoint (which may be arbitrary
like 'the Nth texture resource' can be mapped, at each event, to the
actual API bind point where the object is.
* On D3D11 this is pass-through, on GL this returns the value of each
uniform.
* This also means GL shader reflection structures are properly immutable
and the variance in the uniform values is handled elsewhere.
* In future this might need to be expanded to support more complex binding
methods, where the mapping returns the resource rather than just mapping
to an integer bind ponit.