mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-29 21:30:53 +00:00
Linux compile fixes
This commit is contained in:
@@ -44,6 +44,7 @@ driver/gl/gl_debug.o \
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driver/gl/gl_replay.o \
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driver/gl/gl_replay_linux.o \
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driver/gl/gl_resources.o \
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driver/gl/gl_renderstate.o \
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os/linux/linux_callstack.o \
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os/linux/linux_network.o \
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os/linux/linux_process.o \
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@@ -159,6 +159,10 @@ string ToStrHelper<false, WrappedOpenGL::UniformType>::Get(const WrappedOpenGL::
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switch(el)
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{
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case WrappedOpenGL::UNIFORM_UNKNOWN: return "unk";
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case WrappedOpenGL::VEC1FV: return "1fv";
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case WrappedOpenGL::VEC1IV: return "1iv";
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case WrappedOpenGL::VEC1UIV: return "1uiv";
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case WrappedOpenGL::VEC2FV: return "2fv";
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case WrappedOpenGL::VEC3FV: return "3fv";
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case WrappedOpenGL::VEC4FV: return "4fv";
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case WrappedOpenGL::MAT4FV: return "4fv";
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@@ -42,7 +42,7 @@ void GLRenderState::FetchState()
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m_Real->glGetIntegerv(eGL_ACTIVE_TEXTURE, (GLint *)&ActiveTexture);
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// TODO fetch bindings for other types than 2D
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for(int i=0; i < ARRAY_COUNT(Tex2D); i++)
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for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++)
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{
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m_Real->glActiveTexture(GLenum(eGL_TEXTURE0 + i));
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m_Real->glGetIntegerv(eGL_TEXTURE_BINDING_2D, (GLint*)&Tex2D[i]);
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@@ -69,7 +69,7 @@ void GLRenderState::FetchState()
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{ UniformBinding, ARRAY_COUNT(UniformBinding), eGL_UNIFORM_BUFFER_BINDING, eGL_UNIFORM_BUFFER_START, eGL_UNIFORM_BUFFER_SIZE, },
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};
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for(int b=0; b < ARRAY_COUNT(idxBufs); b++)
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for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++)
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{
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for(int i=0; i < idxBufs[b].count; i++)
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{
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@@ -79,7 +79,7 @@ void GLRenderState::FetchState()
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}
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}
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for(int i=0; i < ARRAY_COUNT(Blends); i++)
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for(size_t i=0; i < ARRAY_COUNT(Blends); i++)
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{
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m_Real->glGetIntegeri_v(eGL_BLEND_EQUATION_RGB, i, (GLint*)&Blends[i].EquationRGB);
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m_Real->glGetIntegeri_v(eGL_BLEND_EQUATION_ALPHA, i, (GLint*)&Blends[i].EquationAlpha);
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@@ -93,10 +93,10 @@ void GLRenderState::FetchState()
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m_Real->glGetFloatv(eGL_BLEND_COLOR, &BlendColor[0]);
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for(int i=0; i < ARRAY_COUNT(Viewports); i++)
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for(size_t i=0; i < ARRAY_COUNT(Viewports); i++)
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m_Real->glGetFloati_v(eGL_VIEWPORT, i, &Viewports[i].x);
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for(int i=0; i < ARRAY_COUNT(Scissors); i++)
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for(size_t i=0; i < ARRAY_COUNT(Scissors); i++)
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m_Real->glGetIntegeri_v(eGL_SCISSOR_BOX, i, &Scissors[i].x);
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{
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@@ -115,10 +115,10 @@ void GLRenderState::FetchState()
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m_Real->glGetBooleanv(eGL_DEPTH_WRITEMASK, &DepthWriteMask);
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m_Real->glGetFloatv(eGL_DEPTH_CLEAR_VALUE, &DepthClearValue);
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for(int i=0; i < ARRAY_COUNT(DepthRanges); i++)
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for(size_t i=0; i < ARRAY_COUNT(DepthRanges); i++)
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m_Real->glGetFloatv(eGL_DEPTH_RANGE, &DepthRanges[i].nearZ);
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for(int i=0; i < ARRAY_COUNT(ColorMasks); i++)
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for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++)
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m_Real->glGetBooleanv(eGL_COLOR_WRITEMASK, &ColorMasks[i].red);
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m_Real->glGetFloatv(eGL_COLOR_CLEAR_VALUE, &ColorClearValue.red);
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@@ -132,7 +132,7 @@ void GLRenderState::FetchState()
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void GLRenderState::ApplyState()
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{
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for(int i=0; i < ARRAY_COUNT(Tex2D); i++)
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for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++)
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{
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m_Real->glActiveTexture(GLenum(eGL_TEXTURE0 + i));
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m_Real->glBindTexture(eGL_TEXTURE_2D, Tex2D[i]);
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@@ -159,7 +159,7 @@ void GLRenderState::ApplyState()
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{ UniformBinding, ARRAY_COUNT(UniformBinding), eGL_UNIFORM_BUFFER, },
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};
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for(int b=0; b < ARRAY_COUNT(idxBufs); b++)
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for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++)
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for(int i=0; i < idxBufs[b].count; i++)
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{
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if(idxBufs[b].bufs[i].name == 0 ||
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@@ -170,7 +170,7 @@ void GLRenderState::ApplyState()
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m_Real->glBindBufferRange(idxBufs[b].binding, i, idxBufs[b].bufs[i].name, (GLintptr)idxBufs[b].bufs[i].start, (GLsizeiptr)idxBufs[b].bufs[i].size);
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}
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for(int i=0; i < ARRAY_COUNT(Blends); i++)
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for(size_t i=0; i < ARRAY_COUNT(Blends); i++)
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{
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m_Real->glBlendFuncSeparatei(i, Blends[i].SourceRGB, Blends[i].DestinationRGB, Blends[i].DestinationRGB, Blends[i].DestinationAlpha);
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m_Real->glBlendEquationSeparatei(i, Blends[i].EquationRGB, Blends[i].EquationAlpha);
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@@ -190,13 +190,13 @@ void GLRenderState::ApplyState()
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m_Real->glDepthMask(DepthWriteMask);
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m_Real->glClearDepth(DepthClearValue);
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for(int i=0; i < ARRAY_COUNT(DepthRanges); i++)
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for(size_t i=0; i < ARRAY_COUNT(DepthRanges); i++)
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{
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double v[2] = { DepthRanges[i].nearZ, DepthRanges[i].farZ };
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m_Real->glDepthRangeArrayv(i, 1, v);
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}
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for(int i=0; i < ARRAY_COUNT(ColorMasks); i++)
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for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++)
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m_Real->glColorMaski(i, ColorMasks[i].red, ColorMasks[i].green, ColorMasks[i].blue, ColorMasks[i].alpha);
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m_Real->glClearColor(ColorClearValue.red, ColorClearValue.green, ColorClearValue.blue, ColorClearValue.alpha);
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@@ -246,7 +246,7 @@ void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
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m_pSerialiser->Serialise("GL_ACTIVE_TEXTURE", ActiveTexture);
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for(int i=0; i < ARRAY_COUNT(BufferBindings); i++)
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for(size_t i=0; i < ARRAY_COUNT(BufferBindings); i++)
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{
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ResourceId ID = ResourceId();
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if(state >= WRITING) ID = rm->GetID(BufferRes(BufferBindings[i]));
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@@ -262,7 +262,7 @@ void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
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{ UniformBinding, ARRAY_COUNT(UniformBinding), },
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};
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for(int b=0; b < ARRAY_COUNT(idxBufs); b++)
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for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++)
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{
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for(int i=0; i < idxBufs[b].count; i++)
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{
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@@ -276,7 +276,7 @@ void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
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}
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}
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for(int i=0; i < ARRAY_COUNT(Blends); i++)
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for(size_t i=0; i < ARRAY_COUNT(Blends); i++)
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{
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m_pSerialiser->Serialise("GL_BLEND_EQUATION_RGB", Blends[i].EquationRGB);
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m_pSerialiser->Serialise("GL_BLEND_EQUATION_ALPHA", Blends[i].EquationAlpha);
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@@ -290,7 +290,7 @@ void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
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m_pSerialiser->Serialise<4>("GL_BLEND_COLOR", BlendColor);
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for(int i=0; i < ARRAY_COUNT(Viewports); i++)
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for(size_t i=0; i < ARRAY_COUNT(Viewports); i++)
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{
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m_pSerialiser->Serialise("GL_VIEWPORT.x", Viewports[i].x);
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m_pSerialiser->Serialise("GL_VIEWPORT.y", Viewports[i].y);
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@@ -298,7 +298,7 @@ void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
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m_pSerialiser->Serialise("GL_VIEWPORT.h", Viewports[i].height);
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}
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for(int i=0; i < ARRAY_COUNT(Scissors); i++)
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for(size_t i=0; i < ARRAY_COUNT(Scissors); i++)
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{
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m_pSerialiser->Serialise("GL_VIEWPORT.x", Scissors[i].x);
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m_pSerialiser->Serialise("GL_VIEWPORT.y", Scissors[i].y);
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@@ -314,13 +314,13 @@ void GLRenderState::Serialise(LogState state, GLResourceManager *rm)
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m_pSerialiser->Serialise("GL_DEPTH_WRITEMASK", DepthWriteMask);
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m_pSerialiser->Serialise("GL_DEPTH_CLEAR_VALUE", DepthClearValue);
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for(int i=0; i < ARRAY_COUNT(DepthRanges); i++)
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for(size_t i=0; i < ARRAY_COUNT(DepthRanges); i++)
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{
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m_pSerialiser->Serialise("GL_DEPTH_RANGE.near", DepthRanges[i].nearZ);
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m_pSerialiser->Serialise("GL_DEPTH_RANGE.far", DepthRanges[i].farZ);
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}
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for(int i=0; i < ARRAY_COUNT(ColorMasks); i++)
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for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++)
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m_pSerialiser->Serialise<4>("GL_COLOR_WRITEMASK", &ColorMasks[i].red);
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m_pSerialiser->Serialise<4>("GL_COLOR_CLEAR_VALUE", &ColorClearValue.red);
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