mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-13 05:20:45 +00:00
Use a more friendly enum for BufferBindings array indices
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@@ -89,16 +89,16 @@ void GLRenderState::FetchState()
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m_Real->glActiveTexture(ActiveTexture);
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m_Real->glGetIntegerv(eGL_ARRAY_BUFFER_BINDING, (GLint*)&BufferBindings[0]);
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m_Real->glGetIntegerv(eGL_COPY_READ_BUFFER_BINDING, (GLint*)&BufferBindings[1]);
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m_Real->glGetIntegerv(eGL_COPY_WRITE_BUFFER_BINDING, (GLint*)&BufferBindings[2]);
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m_Real->glGetIntegerv(eGL_DRAW_INDIRECT_BUFFER_BINDING, (GLint*)&BufferBindings[3]);
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m_Real->glGetIntegerv(eGL_DISPATCH_INDIRECT_BUFFER_BINDING, (GLint*)&BufferBindings[4]);
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m_Real->glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint*)&BufferBindings[5]);
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m_Real->glGetIntegerv(eGL_PIXEL_PACK_BUFFER_BINDING, (GLint*)&BufferBindings[6]);
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m_Real->glGetIntegerv(eGL_PIXEL_UNPACK_BUFFER_BINDING, (GLint*)&BufferBindings[7]);
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m_Real->glGetIntegerv(eGL_QUERY_BUFFER_BINDING, (GLint*)&BufferBindings[8]);
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m_Real->glGetIntegerv(eGL_TEXTURE_BUFFER_BINDING, (GLint*)&BufferBindings[9]);
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m_Real->glGetIntegerv(eGL_ARRAY_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Array]);
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m_Real->glGetIntegerv(eGL_COPY_READ_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Copy_Read]);
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m_Real->glGetIntegerv(eGL_COPY_WRITE_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Copy_Write]);
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m_Real->glGetIntegerv(eGL_DRAW_INDIRECT_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Draw_Indirect]);
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m_Real->glGetIntegerv(eGL_DISPATCH_INDIRECT_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Dispatch_Indirect]);
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m_Real->glGetIntegerv(eGL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Element_Array]);
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m_Real->glGetIntegerv(eGL_PIXEL_PACK_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Pixel_Pack]);
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m_Real->glGetIntegerv(eGL_PIXEL_UNPACK_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Pixel_Unpack]);
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m_Real->glGetIntegerv(eGL_QUERY_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Query]);
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m_Real->glGetIntegerv(eGL_TEXTURE_BUFFER_BINDING, (GLint*)&BufferBindings[eBufIdx_Texture]);
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struct { IdxRangeBuffer *bufs; int count; GLenum binding; GLenum start; GLenum size; } idxBufs[] =
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{
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@@ -254,16 +254,16 @@ void GLRenderState::ApplyState()
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m_Real->glActiveTexture(ActiveTexture);
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m_Real->glBindBuffer(eGL_ARRAY_BUFFER, BufferBindings[0]);
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m_Real->glBindBuffer(eGL_COPY_READ_BUFFER, BufferBindings[1]);
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m_Real->glBindBuffer(eGL_COPY_WRITE_BUFFER, BufferBindings[2]);
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m_Real->glBindBuffer(eGL_DRAW_INDIRECT_BUFFER, BufferBindings[3]);
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m_Real->glBindBuffer(eGL_DISPATCH_INDIRECT_BUFFER, BufferBindings[4]);
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m_Real->glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, BufferBindings[5]);
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m_Real->glBindBuffer(eGL_PIXEL_PACK_BUFFER, BufferBindings[6]);
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m_Real->glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, BufferBindings[7]);
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m_Real->glBindBuffer(eGL_QUERY_BUFFER, BufferBindings[8]);
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m_Real->glBindBuffer(eGL_TEXTURE_BUFFER, BufferBindings[9]);
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m_Real->glBindBuffer(eGL_ARRAY_BUFFER, BufferBindings[eBufIdx_Array]);
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m_Real->glBindBuffer(eGL_COPY_READ_BUFFER, BufferBindings[eBufIdx_Copy_Read]);
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m_Real->glBindBuffer(eGL_COPY_WRITE_BUFFER, BufferBindings[eBufIdx_Copy_Write]);
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m_Real->glBindBuffer(eGL_DRAW_INDIRECT_BUFFER, BufferBindings[eBufIdx_Draw_Indirect]);
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m_Real->glBindBuffer(eGL_DISPATCH_INDIRECT_BUFFER, BufferBindings[eBufIdx_Dispatch_Indirect]);
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m_Real->glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, BufferBindings[eBufIdx_Element_Array]);
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m_Real->glBindBuffer(eGL_PIXEL_PACK_BUFFER, BufferBindings[eBufIdx_Pixel_Pack]);
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m_Real->glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, BufferBindings[eBufIdx_Pixel_Unpack]);
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m_Real->glBindBuffer(eGL_QUERY_BUFFER, BufferBindings[eBufIdx_Query]);
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m_Real->glBindBuffer(eGL_TEXTURE_BUFFER, BufferBindings[eBufIdx_Texture]);
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struct { IdxRangeBuffer *bufs; int count; GLenum binding; } idxBufs[] =
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{
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@@ -79,6 +79,20 @@ struct GLRenderState
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uint32_t Tex2D[128];
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GLenum ActiveTexture;
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enum
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{
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eBufIdx_Array,
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eBufIdx_Copy_Read,
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eBufIdx_Copy_Write,
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eBufIdx_Draw_Indirect,
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eBufIdx_Dispatch_Indirect,
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eBufIdx_Element_Array,
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eBufIdx_Pixel_Pack,
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eBufIdx_Pixel_Unpack,
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eBufIdx_Query,
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eBufIdx_Texture,
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};
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uint32_t BufferBindings[10];
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struct IdxRangeBuffer
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{
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