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https://github.com/baldurk/renderdoc.git
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Super duper simple D3D11 pipe state returned, just for testing
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@@ -579,6 +579,15 @@ ShaderReflection *VulkanReplay::GetShader(ResourceId id)
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void VulkanReplay::SavePipelineState()
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{
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VULKANNOTIMP("SavePipelineState");
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create_array_uninit(m_D3D11PipelineState.m_OM.RenderTargets, 1);
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ResourceId id;
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VkImage fakeBBIm = VK_NULL_HANDLE;
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VkDeviceMemory fakeBBMem = VK_NULL_HANDLE;
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m_pDriver->GetFakeBB(id, fakeBBIm, fakeBBMem);
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m_D3D11PipelineState.m_OM.RenderTargets[0].Resource = id;
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}
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void VulkanReplay::FillCBufferVariables(ResourceId shader, uint32_t cbufSlot, vector<ShaderVariable> &outvars, const vector<byte> &data)
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@@ -80,7 +80,7 @@ class VulkanReplay : public IReplayDriver
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vector<DebugMessage> GetDebugMessages();
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void SavePipelineState();
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D3D11PipelineState GetD3D11PipelineState() { return D3D11PipelineState(); }
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D3D11PipelineState GetD3D11PipelineState() { return m_D3D11PipelineState; }
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GLPipelineState GetGLPipelineState() { return GLPipelineState(); }
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void FreeTargetResource(ResourceId id);
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@@ -185,6 +185,8 @@ class VulkanReplay : public IReplayDriver
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VkImageMemoryBarrier stenciltrans;
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};
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D3D11PipelineState m_D3D11PipelineState;
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map<uint64_t, OutputWindow> m_OutputWindows;
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uint64_t m_OutputWinID;
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uint64_t m_ActiveWinID;
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