Collect depth and stencil values before/after.

* This code is just to test if the method works, it's super ugly and needs
  to be tidied up (as does this whole function!)
Pass stencil as int32_t so depth or stencil of -1 indicates no data
Add RGBA value prefixes, only print valid elements, preview depth
register(bX) for cbuffers, only bind and copy stencil when valid
linux compile fixes
Ensure C# UI uses consistent culture on all threads. Closes #72

* This means that e.g. decimal separator will always be . and similar
  effects, which avoids the need to have culture specific formatting or
  special-case handling around CSV export etc.
Add ability to view buffer elements as hex with xint/xshort/xbyte
Erase descriptor before filling it out
Add faint default working directory when textbox is 'blank'

* If the working directory is empty, the directory containing the exe is
  used instead, make this more clear in the UI.
On x86 windows IsWow64 returns false always. Closes #66

* On x64 windows IsWow64 returns true for 32bit programs, but on x86
  windows there is no such thing as Wow64 so it returns false. Detect this
  by checking our own processes Wow64 nature (which should always return
  true if Wow64 is a thing).
Add a button on the texture viewer that flips the tex in Y

* Useful for systems that render OpenGL upside down with a final flip,
  for example.
Fetch current framebuffer bindings per-draw
Determine creationflags throughout initial read pass
Fix typo
GetByteSize respects align parameter, calculate for textures
Return correct ResourceFormat for GL depth formats
Fetch width/height/depth for replay side textures (fake BB etc)
GetTexture and GetBuffer are fully implemented now
move RDCBREAK() OS-implementation from inline function to macro

* It's a little messier as it's easier for the os-specific header to not
  define it and get confusing errors, but that's a one-time problem and
  having an extra function in a callstack and not showing source at the
  point of the RDCBREAK is annoying every time.
Retrieve details of UBOs and variables inside them