* Normal selector functions are implemented via these, which requires
EXT_direct_state_access to be available, but this isn't hard to work
around with some wrapper functions should that become necessary.
* Sync objects need special handling because the identifier is an opaque
pointer and so we can't use the existing GLResource stuff. Instead to
handle this, we assign a GLuint ourselves and keep a mapping around
to map GLuint<->GLsync. Everything else works as usual from the GLuint
* Remove legacy wrapped functions that were only hacked-in to get
glxgears working as a proof of concept.
* Split out groups of wrapped functions into separate files by type
* Disabling the macro means that the DirectX SDK (June 2010) should be the
only dependency and you can compile as normal, just without d3d11.1
support.
* This won't be massively supported and official releases will not use this
* It might break in future as I won't be testing, it might even be deleted
to tidy up, but until then it might come in handy for some.
* If a resource isn't referenced anywhere else (ie. isn't then serialised
out to the logfile by default and has no live resource equivalent) we
need to account for this and simply skip the UpdateSubresource. Similar
things are done for CopyResource etc
* This is backwards compatible with old logs as it handles their case with
a "missing" resource
* Basically we want libGL to be loaded second, after librenderdoc. This is
in order to make sure dlsym(RTLD_NEXT) can work.
* This can be done just by order in the ld command. Unfortunately since
renderdoccmd links directly against librenderdoc (rather than LD_PRELOAD)
any symbols exported by librenderdoc resolve, so unless we reference a
function that isn't exported by librenderdoc, libGL won't be linked in
at all.
* I realise this is probably a horrible hack, but it works for now.
* While replaying the initial chunks, we're doing edit type operations but
we haven't serialised out the binding operations in between, so in this
state we do the bind-to-edit binds ourselves.