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Add a backend query to check shader encodings BuildTargetShader allows
* This will allow the backend to specify both the native format (e.g. SPIR-V, DXBC) as well as a language it might be able to internally compile (GLSL or HLSL). * The caller will then able to decide for itself whether it wants to compile to native format and pass that down, or pass the language down and let it be built internally. * Currently BuildTargetShader still only accepts shader source.
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@@ -1184,6 +1184,15 @@ the UI which aren't reflected in the capture file on disk.
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)");
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virtual const APIProperties &APIProps() = 0;
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DOCUMENT(R"(Retrieve the list of :class:`~renderdoc.ShaderEncoding` that are available for
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building target shaders for the currently loaded capture. See
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:meth:`~renderdoc.ReplayController.BuildTargetShader`.
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:return: The available encodings.
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:rtype: ``list`` of :class:`~renderdoc.ShaderEncoding`
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)");
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virtual rdcarray<ShaderEncoding> TargetShaderEncodings() = 0;
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DOCUMENT(R"(Retrieve the currently selected :data:`eventId <renderdoc.APIEvent.eventId>`.
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In most cases, prefer using :meth:`CurEvent`. See :meth:`CaptureViewer.OnSelectedEventChanged` for more
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