This has the advantage of allowing full-system,
multi-process data collection.
+
+Things to change while replaying to isolate impact of different pieces
+of the pipeline (list by Eero)
+==============================
+ The interesting "what is a bottleneck" experiments are
+ (from back of 3D pipeline to front):
+ - Disable blend (= disable related dst reads)
+ - Binding 1x1 / NULL texture instead of real ones [1]
+ - Using simple pass-through pixel shader instead of real ones [2]
+ - Use kill / discard pixel shader instead of real ones
+ - Use 0x0 / 1x1 scissor rect
+ - Front+backface cull
+ - Disable draws
+