Remove wgl/glx from hookset.pl - unused. Also skip blank lines
Add some missing ARB aliases of core functions
Add a couple of missing glGet*s
Implement glSampleCoverage
Implement glQueryCounter
Implement glCopy*Image functions

* When not capturing a frame, we just mark the resource as dirty
Implement glClearBufferSubData
Add glFlushMappedBufferRange, but not implemented yet

* Still need to implement persistant/etc buffer Map()s
Add renderbuffer support
Implement glTexBuffer, multisampled tex functions, glTexImage*

* glTexImage probably makes some assumptions about usage, at the least it
  assumes that it won't be called to re-size/re-allocate textures (that
  will probably break), and it also assumes that level 0 will always be
  glTexImage'd and the other levels are standard mip sizes (I don't know
  what happens in GL if you specify non pow-2 descending mip sizes for
  different levels. Given we're only targetting core 3.2 and above, this is
  probably a safe set of assumptions.
Check for proxy texture targets and don't serialise those calls
Implement glObjectPtrLabel
Implement remaining functions that UE4 uses

* glBindFragDataLocation
* glMultiDraw* (non indirect)
* glDraw*Indirect
* glDispatchComputeIndirect
Fixes for glTexSubImage* to handle unpack buffers

* If a pixel unpack buffer is bound, we mark the resource as dirty when
  idle. When capframing we serialise just the pointer value as offset, not
  the buffer contents.
glBufferSubData applies to UpdateCount on high traffic resources
Lightweight state push/pop of only what's needed for overlay

* The full state vector push/pop was slow (admittedly this was probably
  because it's not optimal, and for some things will read over the max).
Handle pixel unpack buffers on replay
Handle textures that were created but not typed/initialised
Hack for crash in D3DGear if ppDevice pointer is NULL.