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Provide reasonable default values for TextureDisplay struct
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@@ -175,56 +175,56 @@ struct TextureDisplay
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ResourceId resourceId;
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DOCUMENT("An optional :class:`CompType` hint to use when displaying a typeless texture.");
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CompType typeHint;
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CompType typeHint = CompType::Typeless;
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DOCUMENT("The value in each channel to map to the black point.");
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float rangeMin;
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float rangeMin = 0.0f;
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DOCUMENT("The value in each channel to map to the white point.");
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float rangeMax;
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float rangeMax = 1.0f;
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DOCUMENT(R"(The scale to apply to the texture when rendering as a floating point value.
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``1.0`` corresponds to ``100%``
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)");
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float scale;
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float scale = 1.0f;
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DOCUMENT(R"(``True`` if the red channel should be visible.
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If only one channel is selected, it will be rendered in grayscale
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)");
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bool red;
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bool red = true;
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DOCUMENT(R"(``True`` if the green channel should be visible.
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If only one channel is selected, it will be rendered in grayscale
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)");
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bool green;
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bool green = true;
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DOCUMENT(R"(``True`` if the blue channel should be visible.
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If only one channel is selected, it will be rendered in grayscale
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)");
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bool blue;
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bool blue = true;
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DOCUMENT(R"(``True`` if the alpha channel should be visible. If enabled with any of RGB, the
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texture will be blended to the background color or checkerboard.
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If only one channel is selected, it will be rendered in grayscale
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)");
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bool alpha;
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bool alpha = false;
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DOCUMENT("``True`` if the texture should be flipped vertically when rendering.");
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bool flipY;
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bool flipY = false;
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DOCUMENT("If ``>= 0.0`` the RGBA values will be viewed as HDRM with this as the multiplier.");
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float hdrMultiplier;
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float hdrMultiplier = -1.0f;
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DOCUMENT(R"(``True`` if the texture should be interpreted as gamma.
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See :ref:`the FAQ entry <gamma-linear-display>`.
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)");
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bool linearDisplayAsGamma;
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bool linearDisplayAsGamma = true;
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DOCUMENT(R"(The :class:`ResourceId` of a custom shader to use when rendering.
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@@ -233,30 +233,30 @@ See :meth:`ReplayController.BuildCustomShader` for creating an appropriate custo
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ResourceId customShaderId;
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DOCUMENT("Select the mip of the texture to display.");
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uint32_t mip;
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uint32_t mip = 0;
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DOCUMENT("Select the slice or face of the texture to display if it's an array, 3D, or cube tex.");
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uint32_t sliceFace;
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uint32_t sliceFace = 0;
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DOCUMENT(R"(Select the sample of the texture to display if it's a multi-sampled texture.
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If this is set to :data:`ResolveSamples` then a default resolve will be performed that averages all
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samples.
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)");
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uint32_t sampleIdx;
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uint32_t sampleIdx = 0;
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DOCUMENT(R"(``True`` if the rendered image should be as close as possible in value to the input.
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This is primarily useful when rendering to a floating point target for retrieving pixel data from
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the input texture in cases where it isn't easy to directly fetch the input texture data.
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)");
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bool rawOutput;
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bool rawOutput = false;
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DOCUMENT("The offset to pan in the X axis.");
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float xOffset;
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float xOffset = 0.0f;
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DOCUMENT("The offset to pan in the Y axis.");
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float yOffset;
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float yOffset = 0.0f;
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DOCUMENT(R"(The background color to use behind the texture display.
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@@ -265,7 +265,7 @@ If set to (0, 0, 0, 0) the global checkerboard colors are used.
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FloatVector backgroundColor;
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DOCUMENT("Selects a :class:`DebugOverlay` to draw over the top of the texture.");
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DebugOverlay overlay;
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DebugOverlay overlay = DebugOverlay::NoOverlay;
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static const uint32_t ResolveSamples = ~0U;
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};
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