message: Add nointerpolation on floats where they are packed with ints
  * This makes shader debugging interfaces match better to pick up
  interpolators correctly.
diff: @@ -1135,11 +1135,28 @@ ShaderDebugTrace D3D11Replay::DebugPixel(uint32_t eventId, uint32_t x, uint32_t
  nextreg = dxbc->m_InputSig[i].regIndex + 1;
  if(dxbc->m_InputSig[i].compType == CompType::Float)
  + {
  + // if we're packed with ints on either side, we must be nointerpolation
  + bool nointerp = false;
  + for(size_t j = 0; j < dxbc->m_InputSig.size(); j++)
  + {
  + if(dxbc->m_InputSig[i].regIndex == dxbc->m_InputSig[j].regIndex &&
  + dxbc->m_InputSig[j].compType != CompType::Float)
  + {
  + nointerp = true;
  + break;
  + }
  + }
  +
  + if(nointerp)
  + extractHlsl += "nointerpolation ";
  +
  extractHlsl += "float";
  + }
  else if(dxbc->m_InputSig[i].compType == CompType::SInt)
  - extractHlsl += "int";
  + extractHlsl += "nointerpolation int";
  else if(dxbc->m_InputSig[i].compType == CompType::UInt)
  - extractHlsl += "uint";
  + extractHlsl += "nointerpolation uint";
  else
  RDCERR("Unexpected input signature type: %d", dxbc->m_InputSig[i].compType);
  