message: Cull mode shouldn't cull depth/stencil overlays
diff: @@ -1024,6 +1024,49 @@ ResourceId D3D11Replay::RenderOverlay(ResourceId texid, CompType typeHint, Debug
  if(!cur.StencilEnable)
  cur.StencilEnable = D3D11_COMPARISON_ALWAYS;
  + // ensure culling doesn't hide the render, we're only showing the result of the depth test
  + {
  + ID3D11RasterizerState *rs = NULL;
  + {
  + D3D11_RASTERIZER_DESC rdesc;
  +
  + m_pImmediateContext->RSGetState(&rs);
  +
  + if(rs)
  + {
  + rs->GetDesc(&rdesc);
  + }
  + else
  + {
  + rdesc.FillMode = D3D11_FILL_SOLID;
  + rdesc.CullMode = D3D11_CULL_BACK;
  + rdesc.FrontCounterClockwise = FALSE;
  + rdesc.DepthBias = D3D11_DEFAULT_DEPTH_BIAS;
  + rdesc.DepthBiasClamp = D3D11_DEFAULT_DEPTH_BIAS_CLAMP;
  + rdesc.SlopeScaledDepthBias = D3D11_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
  + rdesc.DepthClipEnable = TRUE;
  + rdesc.ScissorEnable = FALSE;
  + rdesc.MultisampleEnable = FALSE;
  + rdesc.AntialiasedLineEnable = FALSE;
  + }
  +
  + SAFE_RELEASE(rs);
  +
  + rdesc.FillMode = D3D11_FILL_SOLID;
  + rdesc.CullMode = D3D11_CULL_NONE;
  + rdesc.DepthClipEnable = FALSE;
  +
  + hr = m_pDevice->CreateRasterizerState(&rdesc, &rs);
  + if(FAILED(hr))
  + {
  + RDCERR("Failed to create wireframe rast state HRESULT: %s", ToStr(hr).c_str());
  + return m_Overlay.resourceId;
  + }
  +
  + m_pImmediateContext->RSSetState(rs);
  + }
  + }
  +
  if(overlay == DebugOverlay::Depth || overlay == DebugOverlay::Stencil)
  {
  ID3D11DepthStencilState *os = NULL;
  