* Expand the abilities of the GetTextureData in replay drivers
to be able to resolve samples and render down to RGBA8 unorm
for file export to other programs.
* Greatly improve the ability to save textures - in theory any
texture format/type/dimension/etc should now be mappable in
sensible & useful ways to output formats.
* http://blog.selfshadow.com/2012/11/12/counting-quads/
* Quad Overdraw based on ScenePS4 from the revised implementation. The
colours are new, up to 20 levels. Picking pixels shows the overdraw level
* Available per-pass and per-drawcall, a pass defined the same way as in
the mesh view, drawcalls since last clear or RT change.
* List of events now passed through to RenderOverlay the same as RenderMesh
* 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.