* Same implementation as D3D11 essentially
* Split out the texture sampling from texdisplay.frag into its own file so
it can be reused. Also removed the discard;s from the texture sample
functions and moved them up into the texture display function.
* renderdoc/api/replay/ contains all the headers for using the replay and
analysis side of renderdoc (like in a UI or auto-testing tool)
* renderdoc/api/app/ contains the headers if you wanted to write a
renderdoc-aware application.
* This means people building on VS2013 don't need to rebuild breakpad
locally to link successfully.
* Committed binaries built on VS2012 Update 4 and VS Express 2013 for
Desktop, which will hopefully work for everyone.
* 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
* Use it to serialise in/out initial state at the start of each captured
frame.
* Serialise active texture and buffer bindings (indexed and non-indexed).