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https://github.com/baldurk/renderdoc.git
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Forcibly refresh UI state after editing a shader or removing an edit
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@@ -209,7 +209,7 @@ namespace renderdoc
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern bool ReplayRenderer_SetContextFilter(IntPtr real, ResourceId id, UInt32 firstDefEv, UInt32 lastDefEv);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern bool ReplayRenderer_SetFrameEvent(IntPtr real, UInt32 frameID, UInt32 eventID);
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private static extern bool ReplayRenderer_SetFrameEvent(IntPtr real, UInt32 frameID, UInt32 eventID, bool force);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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private static extern bool ReplayRenderer_GetD3D11PipelineState(IntPtr real, IntPtr mem);
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[DllImport("renderdoc.dll", CharSet = CharSet.Unicode, CallingConvention = CallingConvention.Cdecl)]
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@@ -328,8 +328,8 @@ namespace renderdoc
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public bool SetContextFilter(ResourceId id, UInt32 firstDefEv, UInt32 lastDefEv)
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{ return ReplayRenderer_SetContextFilter(m_Real, id, firstDefEv, lastDefEv); }
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public bool SetFrameEvent(UInt32 frameID, UInt32 eventID)
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{ return ReplayRenderer_SetFrameEvent(m_Real, frameID, eventID); }
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public bool SetFrameEvent(UInt32 frameID, UInt32 eventID, bool force)
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{ return ReplayRenderer_SetFrameEvent(m_Real, frameID, eventID, force); }
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public GLPipelineState GetGLPipelineState()
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{
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