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https://github.com/baldurk/renderdoc.git
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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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@@ -77,14 +77,10 @@ namespace renderdoc
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public class IndexBuffer
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{
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public ResourceId Buffer;
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public ResourceFormat Format;
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public UInt32 Offset;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public IndexBuffer ibuffer;
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public PrimitiveTopology Topology;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public InputAssembler m_IA;
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@@ -329,6 +329,9 @@ namespace renderdoc
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public UInt32 vertexOffset;
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public UInt32 instanceOffset;
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public UInt32 indexByteWidth;
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public PrimitiveTopology topology;
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public ResourceId context;
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public double duration;
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@@ -57,18 +57,7 @@ namespace renderdoc
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[CustomMarshalAs(CustomUnmanagedType.TemplatedArray)]
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public VertexBuffer[] vbuffers;
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[StructLayout(LayoutKind.Sequential)]
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public class IndexBuffer
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{
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public ResourceId Buffer;
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public ResourceFormat Format;
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public UInt32 Offset;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public IndexBuffer ibuffer;
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public PrimitiveTopology Topology;
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public ResourceId ibuffer;
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};
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[CustomMarshalAs(CustomUnmanagedType.CustomClass)]
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public VertexInputs m_VtxIn;
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