message: Fix the clear-before-draw/pass overlay on GL
diff: @@ -2331,6 +2331,9 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FormatComponentType typeHin
  }
  else if(overlay == eTexOverlay_ClearBeforeDraw || overlay == eTexOverlay_ClearBeforePass)
  {
  + float col[] = {0.0f, 0.0f, 0.0f, 0.0f};
  + gl.glClearBufferfv(eGL_COLOR, 0, col);
  +
  vector<uint32_t> events = passEvents;
  if(overlay == eTexOverlay_ClearBeforeDraw)
  @@ -2341,11 +2344,14 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FormatComponentType typeHin
  if(!events.empty())
  {
  if(overlay == eTexOverlay_ClearBeforePass)
  + {
  m_pDriver->ReplayLog(0, events[0], eReplay_WithoutDraw);
  + }
  else
  - gl.glBindFramebuffer(
  - eGL_FRAMEBUFFER,
  - rs.DrawFBO); // if we don't replay the real state, restore drawFBO to clear it
  + {
  + // if we don't replay the real state, restore what we've changed
  + rs.ApplyState(ctx, &gl);
  + }
  float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
  for(int i = 0; i < 8; i++)
  