* fix error when create backbuffer with msaa and srgb format
* fix d3d12 error when create backbuffer with msaa and srgb format
* fix TimerQueryMtl result bug
Texture::destroy only freed m_ptr, not m_ptrMsaa. This caused
problems when texture IDs were reused, because a newly-
created texture would sometimes have m_ptrMsaa.
* Fix toggling MSAA on Metal.
m_backBufferColorMsaa was set when sampleCount > 1, but was never reset when
sampleCount became 1 again.
Many other bits of code in the Metal renderer decide what to do by checking
m_backBufferColorMsaa, so these would all do the wrong thing if you toggled
MSAA on and them back off.
* Cleanup
* Reformatted comments; fixed a couple of oversights
* D bindings: deterministic sub-struct order
* Added missing default to IDL
* Fixed sub-struct linkage; regenerate D binds
* Culled D bindings for header-only C++ functions
* Added missing default to bgfx.idl
* cppinline now supported by all auto-gen bindings
The pattern "func.cppinline and not func.conly" is to make sure that C bindings for `bgfx_vertex_layout_has` are still generated.
* Reformatted comments; fixed a couple of oversights
* D bindings: deterministic sub-struct order
* Added missing default to IDL
* Fixed sub-struct linkage; regenerate D binds
* Added shaderc default defines to docs
* Update tools.rst
* Update tools.rst
* WIP new D bindings
* New bindings "nearly done"
* More unfinished changes
* Nearly done; ctors still don't work
* Bindings auto-generation is done
* New auto-generated D bindings
* Reduced D bindings file count back to 2
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Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>