Handle bitwise-not opcode
vec3 coord for cubemaps
Support XOR instruction.
Introduce AddAssignToDest

Currently uses floatBitsToInt if the destination is integer.
sincos fixes (issue #5)
Constant register rebase and sub-vec4 vector constants no longer declared as vec4.

vs5\sincos shows the problem.
// cbuffer $Globals
// {
//
//   float angle;                       // Offset:    0 Size:     4
//   float2 angle2;                     // Offset:    4 Size:     8
//
// }

cb0[0].x = angle
cb0[0].yzyy = angle2.xyxx

Rebase angle2 so that .y maps to .x, .z maps to .y
Add the fine and coarse derivates. (issue #5)

But GLSL does not have separate fine and coarse grain derivates yet.
ExtrudeGS app changed since lightdir is now a vec3 after compiling to GLSL.
Extend constant rebase code to handle additional cases.
Operand for input_ps_siv was not handled. (issue #6)
MaskOutTexCoordComponents did not support immediates. (issue #7)
Add shader showing scalar splat for vec2 tex coord.

Doesn't compile to GLSL correctly yet.
Resource binding point to constant buffer remapping fixes. (issue #9)

Matching is now done using the name strings of resources and constant
buffers.
Support scalar splat for texture coordinates. (issue #7)

Fixes tests\ps3\constTexCoord.o
Also applied the texture-coord-immediates-can-be-vec2/vec3 change to
double precision immediates for consistency.
Texture gather was only supported with vec2 coordinate
Fix swizzle for gl_FragCoord.

Fixes ps5\gather test.
Renamed a variable.
Initial work on vertex streams.
Write stream number for EmitStreamVertex
Declaration fixes for vertex streams.