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Support all the crazy different pixel store unpack parameters
* If the pixel store parameters are relatively simple we go through a fast path that's about the same as it was before, otherwise we manually unpack to a tightly packed buffer for serialising. Hopefully this should rarely happen. * glPixelStore parameters are only serialised when capturing a frame, and the pixel store parameters at frame start form part of the initial state vector.
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@@ -758,7 +758,7 @@ bool GLResourceManager::Serialise_InitialState(GLResource res)
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GLenum fmt = GetBaseFormat(details.internalFormat);
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GLenum type = GetDataType(details.internalFormat);
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size_t size = GetByteSize(details.width, details.height, details.depth, fmt, type, 0);
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size_t size = GetByteSize(details.width, details.height, details.depth, fmt, type);
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byte *buf = new byte[size];
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@@ -780,7 +780,7 @@ bool GLResourceManager::Serialise_InitialState(GLResource res)
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t == eGL_TEXTURE_2D_ARRAY)
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d = details.depth;
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size = GetByteSize(w, h, d, fmt, type, 0);
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size = GetByteSize(w, h, d, fmt, type);
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GLenum targets[] = {
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eGL_TEXTURE_CUBE_MAP_POSITIVE_X,
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