This is still incomplete as d3d12 doesn't have any proper sync with the
captured frame and as such is still not suggested for general usage. This
change though is monumental for this project as it removes a full memory
copy reducing bandwidth consumption enormously.
This is an MIT-licensed header from Microsoft, which contains the
Direct3D 12 debug layer.
This header is slightly modified to be able to compile on older
MinGW versions.
Note: This class will be entirely re-written when I find some time,
it is very poorly implemented, full of assumptions and creates a new
texture for every single frame 🤦.