Some missing GL replay features

The biggest number of changes are in GLPipeline designer file. VS decides he wants to insert the new column (Enabled for each scissor viewport), at id 145, and shifts all following column ids. Also there were a bunch of ps->fs hs->tcs ds->tes that it automatically wants to edit when I save, maybe it was a search and replace? I though i would commit them anyway since I think will happen anyway.

For the rest, rasterizer state is pretty much 1-1 to D3D11, except 2 things that just don't exist in GL and scissor enable that is per-viewport rather than global. I do also display a tick when one or more viewport have  scissor enabled.
Maybe in the future it could be good to add all the state that is specific to GL as well and display it somehow (a collapsable item i guess since there's so many).

For textures i followed the D3D11 version. Main difference is that stencil goes into R when texturing, and it's uint and not normalized, so i adapt parameters for that special case in GLReplay::RenderTexture so that it looks the same as on D3D (except for the auto fitting that is still missing).
I haven't tested all of the texture/array type combinations but they should all work.