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Removing unnecessary addition of the ReplayOutput::GetTextureDisplay.
This member function wasn't required and the TextureDisplay was accessible from within the TexxtureViewer as m_TexDisplay.
This commit is contained in:
committed by
Baldur Karlsson
parent
937c8e7c91
commit
61b227580d
@@ -3377,8 +3377,8 @@ void TextureViewer::on_saveTex_clicked()
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config.id = id;
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}
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const auto overlayTexID = m_Output->GetDebugOverlayTexID();
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const bool hasSelectedOverlay = (m_Output->GetTextureDisplay().overlay != DebugOverlay::NoOverlay);
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const ResourceId overlayTexID = m_Output->GetDebugOverlayTexID();
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const bool hasSelectedOverlay = (m_TexDisplay.overlay != DebugOverlay::NoOverlay);
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const bool hasOverlay = (hasSelectedOverlay && overlayTexID != ResourceId());
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TextureSaveDialog saveDialog(*texptr, hasOverlay, config, this);
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int res = RDDialog::show(&saveDialog);
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@@ -56,7 +56,6 @@ public:
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ResourceId GetCustomShaderTexID() { return m_CustomShaderResourceId; }
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ResourceId GetDebugOverlayTexID() { return m_OverlayResourceId; }
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const TextureDisplay &GetTextureDisplay() { return m_RenderData.texDisplay; }
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PixelValue PickPixel(ResourceId texID, bool customShader, uint32_t x, uint32_t y,
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uint32_t sliceFace, uint32_t mip, uint32_t sample);
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rdcpair<uint32_t, uint32_t> PickVertex(uint32_t eventID, uint32_t x, uint32_t y);
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