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Save display type (RGB vs custom) and custom shader per-tex. Refs #304
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@@ -353,6 +353,8 @@ namespace renderdocui.Windows
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typeHint = FormatComponentType.None;
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}
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public int displayType; // RGBA, RGBM, Custom
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public string customShader;
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public bool r, g, b, a;
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public bool depth, stencil;
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public int mip, slice;
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@@ -1497,6 +1499,9 @@ namespace renderdocui.Windows
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m_TextureSettings[m_TexDisplay.texid].b = customBlue.Checked;
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m_TextureSettings[m_TexDisplay.texid].a = customAlpha.Checked;
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m_TextureSettings[m_TexDisplay.texid].displayType = channels.SelectedIndex;
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m_TextureSettings[m_TexDisplay.texid].customShader = customShader.Text;
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m_TextureSettings[m_TexDisplay.texid].depth = depthDisplay.Checked;
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m_TextureSettings[m_TexDisplay.texid].stencil = stencilDisplay.Checked;
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@@ -1694,6 +1699,10 @@ namespace renderdocui.Windows
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// if we save certain settings per-texture, restore them (if we have any)
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if (m_Core.Config.TextureViewer_PerTexSettings && m_TextureSettings.ContainsKey(tex.ID))
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{
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channels.SelectedIndex = m_TextureSettings[tex.ID].displayType;
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customShader.Text = m_TextureSettings[tex.ID].customShader;
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customRed.Checked = m_TextureSettings[tex.ID].r;
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customGreen.Checked = m_TextureSettings[tex.ID].g;
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customBlue.Checked = m_TextureSettings[tex.ID].b;
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@@ -1709,6 +1718,10 @@ namespace renderdocui.Windows
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else if (m_Core.Config.TextureViewer_PerTexSettings)
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{
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// if we are using per-tex settings, reset back to RGB
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channels.SelectedIndex = 0;
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customShader.Text = "";
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customRed.Checked = true;
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customGreen.Checked = true;
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customBlue.Checked = true;
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