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https://github.com/baldurk/renderdoc.git
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Make missing GL functionality not breakpoint, for release
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@@ -2964,14 +2964,14 @@ vector<EventUsage> GLReplay::GetUsage(ResourceId id)
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void GLReplay::SetContextFilter(ResourceId id, uint32_t firstDefEv, uint32_t lastDefEv)
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{
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RDCUNIMPLEMENTED("SetContextFilter");
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GLNOTIMP("SetContextFilter");
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}
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vector<PixelModification> GLReplay::PixelHistory(uint32_t frameID, vector<EventUsage> events, ResourceId target, uint32_t x, uint32_t y, uint32_t sampleIdx)
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{
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RDCUNIMPLEMENTED("GLReplay::PixelHistory");
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GLNOTIMP("GLReplay::PixelHistory");
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return vector<PixelModification>();
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}
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@@ -2980,19 +2980,19 @@ vector<PixelModification> GLReplay::PixelHistory(uint32_t frameID, vector<EventU
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ShaderDebugTrace GLReplay::DebugVertex(uint32_t frameID, uint32_t eventID, uint32_t vertid, uint32_t instid, uint32_t idx, uint32_t instOffset, uint32_t vertOffset)
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{
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RDCUNIMPLEMENTED("DebugVertex");
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GLNOTIMP("DebugVertex");
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return ShaderDebugTrace();
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}
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ShaderDebugTrace GLReplay::DebugPixel(uint32_t frameID, uint32_t eventID, uint32_t x, uint32_t y, uint32_t sample, uint32_t primitive)
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{
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RDCUNIMPLEMENTED("DebugPixel");
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GLNOTIMP("DebugPixel");
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return ShaderDebugTrace();
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}
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ShaderDebugTrace GLReplay::DebugThread(uint32_t frameID, uint32_t eventID, uint32_t groupid[3], uint32_t threadid[3])
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{
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RDCUNIMPLEMENTED("DebugThread");
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GLNOTIMP("DebugThread");
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return ShaderDebugTrace();
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}
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