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https://github.com/baldurk/renderdoc.git
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Remove nested structs from D3D11 pipeline state and move to namespace
* Moving into a namespace makes it easier to give the structs non-clumsy names while still being unique and not overlapping with the other API pipeline states.
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@@ -534,7 +534,7 @@ void CaptureContext::CloseLogfile()
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m_Textures.clear();
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m_TextureList.clear();
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CurD3D11PipelineState = D3D11PipelineState();
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CurD3D11PipelineState = D3D11Pipe::State();
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CurD3D12PipelineState = D3D12PipelineState();
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CurGLPipelineState = GLPipelineState();
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CurVulkanPipelineState = VulkanPipelineState();
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@@ -164,7 +164,7 @@ public:
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QWidget *createToolWindow(const QString &objectName);
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void windowClosed(QWidget *window);
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D3D11PipelineState CurD3D11PipelineState;
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D3D11Pipe::State CurD3D11PipelineState;
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D3D12PipelineState CurD3D12PipelineState;
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GLPipelineState CurGLPipelineState;
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VulkanPipelineState CurVulkanPipelineState;
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@@ -818,7 +818,7 @@ void CommonPipelineState::GetConstantBuffer(ShaderStage stage, uint32_t BufIdx,
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{
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if(IsLogD3D11())
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{
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const D3D11PipelineState::Shader &s = GetD3D11Stage(stage);
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const D3D11Pipe::Shader &s = GetD3D11Stage(stage);
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if(BufIdx < (uint32_t)s.ConstantBuffers.count)
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{
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@@ -923,7 +923,7 @@ QMap<BindpointMap, QVector<BoundResource>> CommonPipelineState::GetReadOnlyResou
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{
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if(IsLogD3D11())
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{
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const D3D11PipelineState::Shader &s = GetD3D11Stage(stage);
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const D3D11Pipe::Shader &s = GetD3D11Stage(stage);
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for(int i = 0; i < s.SRVs.count; i++)
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{
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@@ -81,7 +81,7 @@ class CommonPipelineState
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{
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public:
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CommonPipelineState() {}
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void SetStates(APIProperties props, D3D11PipelineState *d3d11, D3D12PipelineState *d3d12,
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void SetStates(APIProperties props, D3D11Pipe::State *d3d11, D3D12PipelineState *d3d12,
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GLPipelineState *gl, VulkanPipelineState *vk)
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{
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m_APIProps = props;
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@@ -171,13 +171,13 @@ public:
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QVector<BoundResource> GetOutputTargets();
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private:
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D3D11PipelineState *m_D3D11 = NULL;
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D3D11Pipe::State *m_D3D11 = NULL;
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D3D12PipelineState *m_D3D12 = NULL;
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GLPipelineState *m_GL = NULL;
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VulkanPipelineState *m_Vulkan = NULL;
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APIProperties m_APIProps;
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const D3D11PipelineState::Shader &GetD3D11Stage(ShaderStage stage)
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const D3D11Pipe::Shader &GetD3D11Stage(ShaderStage stage)
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{
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if(stage == ShaderStage::Vertex)
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return m_D3D11->m_VS;
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