Don't enable D3D12 debug layers as part of device creation #147
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As [1] shows, creating a D3D12 device and then enabling debug layers causes future device creation to fail.
That means enabling debug layers is a process-wide decision that should be done at startup, and not just before creating an individual device.
This helps to address shader-slang/slang#6172. In the case of the mentioned failure, the WebGPU backend happened to create a D3D12 device before Slang-RHI got to create a device and enable debug layers.
A new interface is added which lets the API user enable debug layers separately, before creating any devices.
After this, the fix for slang-test debug issue is shader-slang/slang#6226.
[1] shader-slang/slang#6172 (comment)