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https://github.com/baldurk/renderdoc.git
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Include atomic and SSBO buffers in GL read-write resources list
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@@ -1530,7 +1530,8 @@ rdcarray<BoundResourceArray> PipeState::GetReadWriteResources(ShaderStage stage,
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}
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else if(IsCaptureGL())
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{
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ret.reserve(m_GL->images.size());
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ret.reserve(m_GL->images.size() + m_GL->atomicBuffers.size() +
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m_GL->shaderStorageBuffers.size());
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for(int i = 0; i < m_GL->images.count(); i++)
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{
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@@ -1544,6 +1545,26 @@ rdcarray<BoundResourceArray> PipeState::GetReadWriteResources(ShaderStage stage,
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ret.push_back(BoundResourceArray(key, {val}));
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}
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for(int i = 0; i < m_GL->atomicBuffers.count(); i++)
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{
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Bindpoint key(0, i);
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BoundResource val;
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val.resourceId = m_GL->atomicBuffers[i].resourceId;
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ret.push_back(BoundResourceArray(key, {val}));
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}
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for(int i = 0; i < m_GL->shaderStorageBuffers.count(); i++)
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{
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Bindpoint key(0, i);
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BoundResource val;
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val.resourceId = m_GL->atomicBuffers[i].resourceId;
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ret.push_back(BoundResourceArray(key, {val}));
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}
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}
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else if(IsCaptureVK())
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{
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