message: Add marker regions for shader debugging
diff: @@ -921,6 +921,9 @@ ShaderDebugTrace D3D11DebugManager::DebugVertex(uint32_t eventID, uint32_t verti
  using namespace DXBC;
  using namespace ShaderDebug;
  + D3D11MarkerRegion debugpixRegion(
  + StringFormat::Fmt("DebugVertex @ %u of (%u,%u,%u)", eventID, vertid, instid, idx));
  +
  ShaderDebugTrace empty;
  D3D11RenderStateTracker tracker(m_WrappedContext);
  @@ -1237,6 +1240,8 @@ ShaderDebugTrace D3D11DebugManager::DebugVertex(uint32_t eventID, uint32_t verti
  states.push_back((State)initialState);
  + D3D11MarkerRegion simloop("Simulation Loop");
  +
  for(int cycleCounter = 0;; cycleCounter++)
  {
  if(initialState.Finished())
  @@ -1264,6 +1269,9 @@ ShaderDebugTrace D3D11DebugManager::DebugPixel(uint32_t eventID, uint32_t x, uin
  using namespace DXBC;
  using namespace ShaderDebug;
  + D3D11MarkerRegion debugpixRegion(
  + StringFormat::Fmt("DebugPixel @ %u of (%u,%u) %u / %u", eventID, x, y, sample, primitive));
  +
  ShaderDebugTrace empty;
  D3D11RenderStateTracker tracker(m_WrappedContext);
  @@ -2059,6 +2067,8 @@ ShaderDebugTrace D3D11DebugManager::DebugPixel(uint32_t eventID, uint32_t x, uin
  int cycleCounter = 0;
  + D3D11MarkerRegion simloop("Simulation Loop");
  +
  // simulate lockstep until all threads are finished
  bool finished = true;
  do
  @@ -2178,6 +2188,10 @@ ShaderDebugTrace D3D11DebugManager::DebugThread(uint32_t eventID, uint32_t group
  using namespace DXBC;
  using namespace ShaderDebug;
  + D3D11MarkerRegion simloop(StringFormat::Fmt("DebugThread @ %u: [%u, %u, %u] (%u, %u, %u)",
  + eventID, groupid[0], groupid[1], groupid[2],
  + threadid[0], threadid[1], threadid[2]));
  +
  ShaderDebugTrace empty;
  D3D11RenderStateTracker tracker(m_WrappedContext);
  