Set a depth-stencil state that tests, writes, but trivially passes

* Occlusion queries seem to be unhappy with a depth-stencil state that
  performs no tests and sometimes can produce incorrect results. This
  appears to make the queries more reliable and fixed cases where depth
  clip was showing as discarding pixels incorrectly.
* There's still something weird going on here, I'm not super happy with it.
Bake in range-select min and max when opening a pixel history view

* I'm not sure if this 'hidden' latched UI state is good or bad, but it
  means the colours are visible if you've adjusted the range way outside
  of 0-1.
Properly quote parameters of xcopy to handle spaces in paths
Drain annotation queue at end of frame to include final EndEvents
Don't use operator[] in case id isn't valid (creating empty entry)
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