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Implement shutting down individual replay outputs
* This means e.g. that if the mesh output view gets closed, we don't keep it around internally and keep calling InitPostVSBuffers for it.
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@@ -404,6 +404,13 @@ The different types are enumerated in :class:`ReplayOutputType`.
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)");
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struct IReplayOutput
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{
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DOCUMENT(R"(Shutdown this output.
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It's optional to call this, as calling :meth:`ReplayController.Shutdown` will shut down all of its
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outputs.
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)");
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virtual void Shutdown() = 0;
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DOCUMENT("Sets the :class:`TextureDisplay` configuration for a texture output.");
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virtual void SetTextureDisplay(const TextureDisplay &o) = 0;
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@@ -587,12 +594,6 @@ struct IReplayController
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DOCUMENT("Shutdown and destroy the current interface and all outputs that have been created.");
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virtual void Shutdown() = 0;
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DOCUMENT(R"(Shutdown a particular output.
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:param ReplayOutput output: The output to shut down.
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)");
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virtual void ShutdownOutput(IReplayOutput *output) = 0;
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DOCUMENT(R"(Goes into a blocking loop, repeatedly replaying the open capture as fast as possible,
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displaying the selected texture in a default unscaled manner to the given output window.
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