Optimize GLSL printing, was doing a ton of string length scans & reallocations.
Running test suite: 2.39s -> 1.35s.
stats: basic infrastructure to count approximate shader stats
tests: update initial output after stats
tests: update with TEX counting
stats: treat discards as texture ops
tests: update output
stats: count flow control ops
tests: update output
stats: rudimentary alu counting
tests: update output
tests: update output
stats: treat assignment with RHS being a constant as an ALU op
tests: update output
comments
msvc: update project files