message: Don't mark default VAO/FBO as internal resources. Closes
  * We need their initial states, so they should be tracked properly. It's not a
  big problem to have them included in 'ref all resources'.
diff: @@ -1263,8 +1263,6 @@ void WrappedOpenGL::ActivateContext(GLWindowingData winData)
  record->AddChunk(scope.Get());
  }
  - GetResourceManager()->SetInternalResource(VertexArrayRes(GetCtx(), 0));
  -
  // we immediately mark it dirty since the vertex array tracking functions expect a proper
  // VAO
  GetResourceManager()->MarkDirtyResource(id);
  @@ -1283,8 +1281,6 @@ void WrappedOpenGL::ActivateContext(GLWindowingData winData)
  SCOPED_SERIALISE_CHUNK(GLChunk::glContextInit);
  Serialise_ContextInit(ser);
  - GetResourceManager()->SetInternalResource(FramebufferRes(GetCtx(), 0));
  -
  m_DeviceRecord->AddChunk(scope.Get());
  }
  }
  