Make codegen robust against float infinity's ToString() on different locales.
Added TEST_METHOD_EX

TEST_METHOD_EX performs some of the mocking framework's busy work for you.

This particularly means that it is not necessary to call Expectations::Instance()->Validate() at the end of a test method.
Expectations can now only be set within TEST_METHOD_EX

This gives better control over the expectations list and opens the door to future functionality.

The down side is that TEST_METHOD_INITIALIZE cannot be used with expectations; the bulk of this change is converting to using a fixture class.
Set TargetPlatformIdentifier before importing Win2D.cs.props
Avoid taking hard dependency on D3D debug layer in test.external.
Avoid taking hard dependency on D3D debug layer in test.nativecomponent.
CanvasControl: adding a draw handler causes a redraw to be triggered
CanvasImageSource.CreateDrawingSessionWithUpdateRectangle now takes rectangle in integer pixels (rather than ambiguous float pixels).

Remove now unused ToRECT (that converted floats to ints)
Fix doc build warning
CanvasImageSource.CreateDrawingSession adjusts transform to account for the update rectangle's offset
Remove effect and primitive drawing tests from CsConsumer (no longer needed now ExampleGallery has better versions of the same thing)
CanvasControl appears as cleared to ClearColor, even if no draw handlers are registered
Remove extends-DependencyObject from CanvasControl's DrawEventArgs.
Effect API specifies angles in radians rather than degrees
CanvasControl tidy up

- more consistent use of typedefs for EventHandlers
- add 'override' to interface methods
Fix EffectsTests.EffectExceptionMessages test break under non-en-us locale.
CanvasControl - the canvas device is created just before rendering

This makes it so that a "normal" device creation and a "create after lost device" device creation are actually handled the same way.
Fix CanvasBitmap SetBytes / SetColors exception text
Extract device management from CanvasControl
CanvasControl now checks isLoaded in TriggerRender.

This makes it impossible to trigger rendering before the control has received the Loaded event.