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https://github.com/baldurk/renderdoc.git
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Replace fixed C arrays with wrapper class in public interface
* These map more naturally to python tuples and are easier to wrap in and out. * We also tidy up the FloatVecVal etc and standardise the members of ShaderValue.
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@@ -1668,8 +1668,8 @@ void TextureViewer::UI_UpdateChannels()
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m_TexDisplay.hdrMultiplier = -1.0f;
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if(m_TexDisplay.customShaderId != ResourceId())
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{
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memset(m_CurPixelValue.floatValue, 0, sizeof(float) * 4);
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memset(m_CurRealValue.floatValue, 0, sizeof(float) * 4);
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m_CurPixelValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
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m_CurRealValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
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UI_UpdateStatusText();
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}
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m_TexDisplay.customShaderId = ResourceId();
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@@ -1707,8 +1707,8 @@ void TextureViewer::UI_UpdateChannels()
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m_TexDisplay.hdrMultiplier = -1.0f;
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if(m_TexDisplay.customShaderId != ResourceId())
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{
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memset(m_CurPixelValue.floatValue, 0, sizeof(float) * 4);
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memset(m_CurRealValue.floatValue, 0, sizeof(float) * 4);
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m_CurPixelValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
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m_CurRealValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
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UI_UpdateStatusText();
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}
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m_TexDisplay.customShaderId = ResourceId();
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@@ -1748,8 +1748,8 @@ void TextureViewer::UI_UpdateChannels()
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m_TexDisplay.hdrMultiplier = mul;
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if(m_TexDisplay.customShaderId != ResourceId())
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{
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memset(m_CurPixelValue.floatValue, 0, sizeof(float) * 4);
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memset(m_CurRealValue.floatValue, 0, sizeof(float) * 4);
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m_CurPixelValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
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m_CurRealValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
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UI_UpdateStatusText();
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}
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m_TexDisplay.customShaderId = ResourceId();
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@@ -1787,8 +1787,8 @@ void TextureViewer::UI_UpdateChannels()
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{
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if(m_TexDisplay.customShaderId == ResourceId())
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{
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memset(m_CurPixelValue.floatValue, 0, sizeof(float) * 4);
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memset(m_CurRealValue.floatValue, 0, sizeof(float) * 4);
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m_CurPixelValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
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m_CurRealValue.floatValue = {0.0f, 0.0f, 0.0f, 0.0f};
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UI_UpdateStatusText();
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}
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m_TexDisplay.customShaderId = m_CustomShaders[shaderName];
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