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https://github.com/baldurk/renderdoc.git
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Add debug manager initialisation progress bar updating to GL
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@@ -182,6 +182,8 @@ void GLReplay::InitDebugData()
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if(m_pDriver == NULL)
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return;
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RenderDoc::Inst().SetProgress(DebugManagerInit, 0.0f);
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{
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uint64_t id = MakeOutputWindow(NULL, true);
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@@ -222,6 +224,8 @@ void GLReplay::InitDebugData()
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GLint numsl = 0;
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gl.glGetIntegerv(eGL_NUM_SHADING_LANGUAGE_VERSIONS, &numsl);
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RenderDoc::Inst().SetProgress(DebugManagerInit, 0.2f);
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bool support450 = false;
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for(GLint i = 0; i < numsl; i++)
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{
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@@ -288,6 +292,8 @@ void GLReplay::InitDebugData()
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gl.glGenProgramPipelines(1, &DebugData.texDisplayPipe);
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RenderDoc::Inst().SetProgress(DebugManagerInit, 0.4f);
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{
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float data[] = {
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0.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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@@ -356,6 +362,8 @@ void GLReplay::InitDebugData()
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gl.glGenVertexArrays(1, &DebugData.emptyVAO);
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gl.glBindVertexArray(DebugData.emptyVAO);
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RenderDoc::Inst().SetProgress(DebugManagerInit, 0.6f);
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// histogram/minmax data
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{
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string histogramglsl = GetEmbeddedResource(glsl_texsample_h);
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@@ -451,6 +459,8 @@ void GLReplay::InitDebugData()
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DebugData.meshPickProgram = CreateCShaderProgram(glsl.c_str());
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}
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RenderDoc::Inst().SetProgress(DebugManagerInit, 0.8f);
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{
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gl.glGenBuffers(1, &DebugData.pickResultBuf);
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gl.glBindBuffer(eGL_SHADER_STORAGE_BUFFER, DebugData.pickResultBuf);
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@@ -542,6 +552,8 @@ void GLReplay::InitDebugData()
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gl.glNamedBufferStorageEXT(DebugData.feedbackBuffer, 32 * 1024 * 1024, NULL, GL_MAP_READ_BIT);
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gl.glBindBufferBase(eGL_TRANSFORM_FEEDBACK_BUFFER, 0, DebugData.feedbackBuffer);
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gl.glBindTransformFeedback(eGL_TRANSFORM_FEEDBACK, 0);
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RenderDoc::Inst().SetProgress(DebugManagerInit, 1.0f);
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}
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void GLReplay::DeleteDebugData()
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