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Display resolve attachments with other framebuffer outputs in UI
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@@ -2918,7 +2918,7 @@
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// targetOutputs
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//
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treeListColumn103.AutoSizeMinSize = 0;
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treeListColumn103.Width = 50;
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treeListColumn103.Width = 70;
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treeListColumn104.AutoSize = true;
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treeListColumn104.AutoSizeMinSize = 150;
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treeListColumn104.Width = 50;
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@@ -1536,9 +1536,10 @@ namespace renderdocui.Windows.PipelineState
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foreach (var p in state.Pass.framebuffer.attachments)
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{
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int colIdx = Array.IndexOf(state.Pass.renderpass.colorAttachments, (uint)i);
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int resIdx = Array.IndexOf(state.Pass.renderpass.resolveAttachments, (uint)i);
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bool filledSlot = (p.img != ResourceId.Null);
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bool usedSlot = (colIdx >= 0 || state.Pass.renderpass.depthstencilAttachment == i);
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bool usedSlot = (colIdx >= 0 || resIdx >= 0 || state.Pass.renderpass.depthstencilAttachment == i);
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// show if
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if (usedSlot || // it's referenced by the shader - regardless of empty or not
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@@ -1605,7 +1606,13 @@ namespace renderdocui.Windows.PipelineState
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p.swizzle[3].Str());
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}
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var node = targetOutputs.Nodes.Add(new object[] { i, name, typename, w, h, d, a, format });
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string slotname = String.Format("Color {0}", i);
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if (resIdx >= 0)
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slotname = String.Format("Resolve {0}", i);
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else if (colIdx < 0)
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slotname = "Depth";
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var node = targetOutputs.Nodes.Add(new object[] { slotname, name, typename, w, h, d, a, format });
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node.Image = global::renderdocui.Properties.Resources.action;
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node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
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