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https://github.com/baldurk/renderdoc.git
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Rename ReplayRenderer to ReplayController
* It's not a renderer, it's an interface to controlling the replay and any 'renderer' type work actually happens in ReplayOutput.
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@@ -966,7 +966,7 @@ void MainWindow::messageCheck()
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{
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if(m_Ctx.LogLoaded())
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{
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m_Ctx.Renderer().AsyncInvoke([this](IReplayRenderer *r) {
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m_Ctx.Renderer().AsyncInvoke([this](IReplayController *r) {
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rdctype::array<DebugMessage> msgs = r->GetDebugMessages();
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bool disconnected = false;
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@@ -1229,7 +1229,7 @@ void MainWindow::OnLogfileLoaded()
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setLogHasErrors(!m_Ctx.DebugMessages().empty());
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m_Ctx.Renderer().AsyncInvoke([this](IReplayRenderer *r) {
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m_Ctx.Renderer().AsyncInvoke([this](IReplayController *r) {
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bool hasResolver = r->HasCallstacks();
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GUIInvoke::call([this, hasResolver]() {
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@@ -1401,12 +1401,12 @@ void MainWindow::on_action_Statistics_Viewer_triggered()
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void MainWindow::on_action_Resolve_Symbols_triggered()
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{
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m_Ctx.Renderer().AsyncInvoke([this](IReplayRenderer *r) { r->InitResolver(); });
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m_Ctx.Renderer().AsyncInvoke([this](IReplayController *r) { r->InitResolver(); });
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ShowProgressDialog(this, tr("Please Wait - Resolving Symbols"), [this]() {
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bool running = true;
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m_Ctx.Renderer().BlockInvoke(
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[&running](IReplayRenderer *r) { running = r->HasCallstacks() && !r->InitResolver(); });
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[&running](IReplayController *r) { running = r->HasCallstacks() && !r->InitResolver(); });
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return !running;
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});
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