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Refactor custom shaders to abstract binding differences. Closes #2458
* Newly written shaders and any updated shaders can now use pre-defined macros to abstract away binding differences between APIs, so custom shaders will be more portable in particular shaders written in HLSL for D3D or GLSL on OpenGL won't break on vulkan because they refer to incorrect binds.
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@@ -430,6 +430,10 @@ struct CaptureContextInvoker : ObjectForwarder<ICaptureContext>
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{
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return m_Obj.CustomShaderEncodings();
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}
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virtual rdcarray<ShaderSourcePrefix> CustomShaderSourcePrefixes() override
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{
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return m_Obj.CustomShaderSourcePrefixes();
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}
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virtual uint32_t CurSelectedEvent() override { return m_Obj.CurSelectedEvent(); }
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virtual uint32_t CurEvent() override { return m_Obj.CurEvent(); }
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virtual const ActionDescription *CurSelectedAction() override
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