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https://github.com/baldurk/renderdoc.git
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Use rdcfixedarray in parameters for functions instead of C arrays
* This maps better to tuples in python
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@@ -1532,28 +1532,25 @@ ShaderDebugTrace *ReplayProxy::DebugPixel(uint32_t eventId, uint32_t x, uint32_t
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template <typename ParamSerialiser, typename ReturnSerialiser>
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ShaderDebugTrace *ReplayProxy::Proxied_DebugThread(ParamSerialiser ¶mser,
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ReturnSerialiser &retser, uint32_t eventId,
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const uint32_t groupid[3],
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const uint32_t threadid[3])
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const rdcfixedarray<uint32_t, 3> &groupid,
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const rdcfixedarray<uint32_t, 3> &threadid)
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{
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const ReplayProxyPacket expectedPacket = eReplayProxy_DebugThread;
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ReplayProxyPacket packet = eReplayProxy_DebugThread;
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ShaderDebugTrace *ret;
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uint32_t GroupID[3] = {groupid[0], groupid[1], groupid[2]};
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uint32_t ThreadID[3] = {threadid[0], threadid[1], threadid[2]};
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{
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BEGIN_PARAMS();
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SERIALISE_ELEMENT(eventId);
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SERIALISE_ELEMENT(GroupID);
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SERIALISE_ELEMENT(ThreadID);
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SERIALISE_ELEMENT(groupid);
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SERIALISE_ELEMENT(threadid);
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END_PARAMS();
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}
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{
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REMOTE_EXECUTION();
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if(paramser.IsReading() && !paramser.IsErrored() && !m_IsErrored)
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ret = m_Remote->DebugThread(eventId, GroupID, ThreadID);
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ret = m_Remote->DebugThread(eventId, groupid, threadid);
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else
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ret = new ShaderDebugTrace;
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}
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@@ -1563,8 +1560,9 @@ ShaderDebugTrace *ReplayProxy::Proxied_DebugThread(ParamSerialiser ¶mser,
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return ret;
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}
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ShaderDebugTrace *ReplayProxy::DebugThread(uint32_t eventId, const uint32_t groupid[3],
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const uint32_t threadid[3])
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ShaderDebugTrace *ReplayProxy::DebugThread(uint32_t eventId,
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const rdcfixedarray<uint32_t, 3> &groupid,
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const rdcfixedarray<uint32_t, 3> &threadid)
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{
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PROXY_FUNCTION(DebugThread, eventId, groupid, threadid);
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}
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@@ -2825,9 +2823,7 @@ bool ReplayProxy::Tick(int type)
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case eReplayProxy_DebugPixel: DebugPixel(0, 0, 0, 0, 0); break;
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case eReplayProxy_DebugThread:
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{
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uint32_t dummy1[3] = {0};
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uint32_t dummy2[3] = {0};
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DebugThread(0, dummy1, dummy2);
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DebugThread(0, {}, {});
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break;
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}
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case eReplayProxy_ContinueDebug: ContinueDebug(NULL); break;
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