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Save and load edited shaders as capture modifications
* When a shader edit is loaded with a capture, it's loaded as "pending" and not immediately applied.
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@@ -210,6 +210,10 @@ struct CaptureContextInvoker : ICaptureContext
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InvokeVoidFunction(&ICaptureContext::SetEventID, exclude, selectedEventID, eventId, force);
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}
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virtual void RefreshStatus() override { InvokeVoidFunction(&ICaptureContext::RefreshStatus); }
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virtual bool IsResourceReplaced(ResourceId id) override
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{
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return InvokeRetFunction<bool>(&ICaptureContext::IsResourceReplaced, id);
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}
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virtual void RegisterReplacement(ResourceId id) override
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{
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InvokeVoidFunction(&ICaptureContext::RegisterReplacement, id);
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