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https://github.com/baldurk/renderdoc.git
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Update C# vulkan pipeline state structs to match
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@@ -165,8 +165,6 @@ namespace renderdoc
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[StructLayout(LayoutKind.Sequential)]
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public class ViewState
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{
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public ResourceId state;
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[StructLayout(LayoutKind.Sequential)]
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public class ViewportScissor
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{
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@@ -205,7 +203,6 @@ namespace renderdoc
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public TriangleCullMode CullMode;
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// from dynamic state
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public ResourceId state;
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public float depthBias;
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public float depthBiasClamp;
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public float slopeScaledDepthBias;
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@@ -257,7 +254,6 @@ namespace renderdoc
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public Attachment[] attachments;
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public ResourceId state;
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[CustomMarshalAs(CustomUnmanagedType.FixedArray, FixedLength = 4)]
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public float[] blendConst;
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};
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@@ -286,16 +282,14 @@ namespace renderdoc
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public string passOp;
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[CustomMarshalAs(CustomUnmanagedType.UTF8TemplatedString)]
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public string func;
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public UInt32 stencilref;
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public UInt32 stencilref, compareMask, writeMask;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public StencilOp front, back;
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public ResourceId State;
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public float minDepthBounds;
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public float maxDepthBounds;
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public UInt32 StencilReadMask;
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public UInt32 StencilWriteMask;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public DepthStencil DS;
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@@ -905,8 +905,8 @@ namespace renderdocui.Windows.PipelineState
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depthWrite.Image = state.DS.depthWriteEnable ? tick : cross;
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stencilEnable.Image = state.DS.stencilTestEnable ? tick : cross;
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stencilReadMask.Text = state.DS.StencilReadMask.ToString("X2");
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stencilWriteMask.Text = state.DS.StencilWriteMask.ToString("X2");
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stencilReadMask.Text = state.DS.front.compareMask.ToString("X2");
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stencilWriteMask.Text = state.DS.front.writeMask.ToString("X2");
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stencilRef.Text = state.DS.front.stencilref.ToString("X2");
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stencilFuncs.BeginUpdate();
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