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Store index format and topology in drawcall, to accommodate GL
* D3D11 just latches the state from the input assembler state into the drawcall when it's being added. GL stores the state per-draw.
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@@ -107,10 +107,8 @@ void Serialiser::Serialise(const char *name, D3D11PipelineState::InputAssembler:
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template<>
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void Serialiser::Serialise(const char *name, D3D11PipelineState::InputAssembler &el)
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{
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Serialise("", el.Topology);
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Serialise("", el.ibuffer.Buffer);
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Serialise("", el.ibuffer.Offset);
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Serialise("", el.ibuffer.Format);
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Serialise("", el.vbuffers);
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Serialise("", el.layouts);
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@@ -290,21 +288,12 @@ void Serialiser::Serialise(const char *name, GLPipelineState::VertexInput::Verte
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Serialise("", el.Stride);
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}
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template<>
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void Serialiser::Serialise(const char *name, GLPipelineState::VertexInput::IndexBuffer &el)
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{
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Serialise("", el.Buffer);
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Serialise("", el.Offset);
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Serialise("", el.Format);
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}
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template<>
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void Serialiser::Serialise(const char *name, GLPipelineState::VertexInput &el)
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{
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Serialise("", el.attributes);
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Serialise("", el.ibuffer);
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Serialise("", el.vbuffers);
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Serialise("", el.Topology);
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}
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template<>
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@@ -507,6 +496,9 @@ void Serialiser::Serialise(const char *name, FetchDrawcall &el)
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Serialise("", el.vertexOffset);
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Serialise("", el.instanceOffset);
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Serialise("", el.indexByteWidth);
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Serialise("", el.topology);
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Serialise("", el.context);
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Serialise("", el.duration);
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