Additionally replaced VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE with VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER.
This matches more closely GL_CLAMP mode used by the OpenGL backend.
This allows us to provide all functionality in executable file without providing additional data files.
Added bin2hex utility that does [spirv binary->cpp code] conversion.
Idea is based on vkQuake implementation.
r_renderAPI specifies rendering API to use (0 - opengl, 1 - vulkan).
r_renderAPICompareWindow shows additional window which does the same rendering as the main windows but uses different graphics API.
The idea is to use r_renderAPICompareWindow for debugging to be sure that both APIs render identical/similar pictures.
Removed r_colorbits, use desktop color depth as default value. Nevertheless if there are issues when looking
for corresponding pixel format it is still posible to obtain pixel format with color depth that is different
from desktop color.
No changes to game modules, which means that game UI can still set r_colorbits but it has no effect.