Fix stride assert in untexturedobjects.bufferrange
Add workaround for ARB_shader_draw_parameters (gl_DrawIDARB)

Use the baseInstance parameter, and an instanced vertex attribute to
provide a workaround for lack of gl_DrawIDARB support in
untexturedobjects bufferstorage and multidraw tests.

The workaround is disabled by default.  To enable the workaround,
undefine USE_ARB_DRAWID in both the vs.glsl and solution .cpp file.
Benchmark mode now works! Run with -b to print out a handy table comparing performance of various solutions.
Reworked next/prev prob/soln code to be cleaner, support non-functional solutions. Fixed benchmark mode to understand partial support for tests. Minor cleanup of problem shutdown in the dynamic streaming case.
Fail solution init if missing dependencies

Specifically, check for glBufferStorage() and GL_NV_shader_buffer_load
when needed.
Adapt TextureManager and Texture2DContainer to support dense texture arrays-based storage.
Add TexturedQuadsGLTextureArray solution.

Indexes into an array of dense texture arrays to avoid changing texture
bindings between draw calls.
Changes to support side-by-side usage of DrawIDARB and not.
Missed changes to support side-by-side usage of DrawIDARB and not.
Fix for sparse bindless texarray breakage.
Minor fix for OSX.
Removed usage of regex, because GCC doesn't support regex (even though it claims to). Now using handrolled version line parsing.
Add TexturedQuadsGLTextureArrayMultidraw solution.

Same as TexturedQuadsGLTextureArray, but with single
glMultiDrawElements() call for all quads.
Added triple buffering to dynamic streaming GL solutions.
Added buffer lock manager for buffer update safety.
Updated persistent mapped buffer and unsynchronized maps to use buffer
locks (so they're now correct)
Also removed _chkstk definition from SDL which was erroneous.
Merge branch 'master' of https://github.com/nvMcJohn/apitest
Merge branch 'master' of https://github.com/nvMcJohn/apitest
Add function to determine whether a solution is feasible on a particular graphics API.
Basic D3D11 support is working again--APIs can be jumped between by pressing 'a'
Keep api windows in sync when moving them.