Implement a whole bunch of glGet* glIs* API functions as pass-through
VAOs are required, don't save bad VAO operations to device record
VAOs get marked as dirty via VertexArrayUpdateCheck()
Fix for compiling on 64bit
Implement glBlendEquation{,i}
Implement glPointParameter*
Implement remaining glVertexAttrib functions
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