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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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@@ -147,7 +147,7 @@ public:
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// handle a couple of operations ourselves to return a simple fake log
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APIProperties GetAPIProperties() { return m_Props; }
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FetchFrameRecord GetFrameRecord() { return m_FrameRecord; }
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D3D11PipelineState GetD3D11PipelineState() { return m_PipelineState; }
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D3D11Pipe::State GetD3D11PipelineState() { return m_PipelineState; }
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// other operations are dropped/ignored, to avoid confusion
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void ReadLogInitialisation() {}
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void RenderMesh(uint32_t eventID, const vector<MeshFormat> &secondaryDraws, const MeshDisplay &cfg)
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@@ -265,7 +265,7 @@ private:
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APIProperties m_Props;
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FetchFrameRecord m_FrameRecord;
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D3D11PipelineState m_PipelineState;
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D3D11Pipe::State m_PipelineState;
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IReplayDriver *m_Proxy;
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string m_Filename;
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ResourceId m_TextureID;
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