Shader model (desktop or mobile) wasn't really accounted for
in the UI. This means that we will get shaders that look like
duplicates (same variant). In this work, we pass the current
shader model from engine into the frontend and filter out
variants of a different shader model.
Moreover, for matinfo, we use a specific dbg shader model (matinfo)
to indicate it is in that mode. We add UI in matinfo to show the
shadermodel.
So UI updates as well.
- The set of active variants were not set correctly for surface
materials since the frag/vert pairs could have different
variant.
- Fix the default selection logic in the UI
- Random clean-ups
FIXES=328699979
- Make sure matinfo works by selecting a default backend in the
absence of activeShaders.
- Add options to select backend in matinfo mode.
- Workaround cursor misplacement for monaco
- Refactor menu sections into a common element.