Forcibly refresh UI state after editing a shader or removing an edit

This commit is contained in:
baldurk
2016-02-21 16:10:46 +01:00
parent c35531c65f
commit 1a05f4fc4a
8 changed files with 31 additions and 17 deletions
+2 -2
View File
@@ -177,7 +177,7 @@ struct IReplayRenderer
virtual bool InitResolver() = 0;
virtual bool SetContextFilter(ResourceId id, uint32_t firstDefEv, uint32_t lastDefEv) = 0;
virtual bool SetFrameEvent(uint32_t frameID, uint32_t eventID) = 0;
virtual bool SetFrameEvent(uint32_t frameID, uint32_t eventID, bool force) = 0;
virtual bool GetD3D11PipelineState(D3D11PipelineState *state) = 0;
virtual bool GetGLPipelineState(GLPipelineState *state) = 0;
virtual bool GetVulkanPipelineState(VulkanPipelineState *state) = 0;
@@ -244,7 +244,7 @@ extern "C" RENDERDOC_API bool32 RENDERDOC_CC ReplayRenderer_HasCallstacks(Replay
extern "C" RENDERDOC_API bool32 RENDERDOC_CC ReplayRenderer_InitResolver(ReplayRenderer *rend);
extern "C" RENDERDOC_API bool32 RENDERDOC_CC ReplayRenderer_SetContextFilter(ReplayRenderer *rend, ResourceId id, uint32_t firstDefEv, uint32_t lastDefEv);
extern "C" RENDERDOC_API bool32 RENDERDOC_CC ReplayRenderer_SetFrameEvent(ReplayRenderer *rend, uint32_t frameID, uint32_t eventID);
extern "C" RENDERDOC_API bool32 RENDERDOC_CC ReplayRenderer_SetFrameEvent(ReplayRenderer *rend, uint32_t frameID, uint32_t eventID, bool32 force);
extern "C" RENDERDOC_API bool32 RENDERDOC_CC ReplayRenderer_GetD3D11PipelineState(ReplayRenderer *rend, D3D11PipelineState *state);
extern "C" RENDERDOC_API bool32 RENDERDOC_CC ReplayRenderer_GetGLPipelineState(ReplayRenderer *rend, GLPipelineState *state);
extern "C" RENDERDOC_API bool32 RENDERDOC_CC ReplayRenderer_GetVulkanPipelineState(ReplayRenderer *rend, VulkanPipelineState *state);