Don't throw an error when serializing GL buffer initial state.
Don't set the GLResourceManager pointer to the serializer to NULL.
Pass the base format and data type to GetByteSize instead of the internal format in GLReplay::GetTexture.
Differentiate between glDepthRangef and glDepthRange when capturing.
This prevents a crash when the captured application doesn't retrieve the glDepthRange pointer, and uses glDepthRangef instead.
Avoid applying hooks to powrprof.dll as it causes a crash.