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https://github.com/baldurk/renderdoc.git
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Add texture seamless cubemap enabled state
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@@ -117,7 +117,7 @@ struct GLPipelineState
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{
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Sampler()
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: Samp(), MaxAniso(0.0f), MaxLOD(0.0f), MinLOD(0.0f), MipLODBias(0.0f)
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, UseBorder(false), UseComparison(false)
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, UseBorder(false), UseComparison(false), SeamlessCube(false)
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{ BorderColor[0] = BorderColor[1] = BorderColor[2] = BorderColor[3] = 0.0f; }
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ResourceId Samp;
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rdctype::str AddressS, AddressT, AddressR;
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@@ -127,6 +127,7 @@ struct GLPipelineState
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rdctype::str MagFilter;
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bool32 UseBorder;
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bool32 UseComparison;
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bool32 SeamlessCube;
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float MaxAniso;
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float MaxLOD;
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float MinLOD;
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@@ -1358,6 +1358,13 @@ void GLReplay::SavePipelineState()
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pipe.Samplers[unit].AddressR = SamplerString((GLenum)v);
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pipe.Samplers[unit].UseBorder |= (v == eGL_CLAMP_TO_BORDER);
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v=0;
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if(samp != 0)
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gl.glGetSamplerParameteriv(samp, eGL_TEXTURE_CUBE_MAP_SEAMLESS, &v);
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else
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gl.glGetTexParameteriv(target, eGL_TEXTURE_CUBE_MAP_SEAMLESS, &v);
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pipe.Samplers[unit].SeamlessCube = (v != 0 || rs.Enabled[GLRenderState::eEnabled_TexCubeSeamless]);
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v=0;
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if(samp != 0)
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gl.glGetSamplerParameteriv(samp, eGL_TEXTURE_COMPARE_FUNC, &v);
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@@ -1400,6 +1407,7 @@ void GLReplay::SavePipelineState()
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pipe.Samplers[unit].MagFilter = "";
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pipe.Samplers[unit].UseBorder = false;
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pipe.Samplers[unit].UseComparison = false;
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pipe.Samplers[unit].SeamlessCube = false;
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pipe.Samplers[unit].MaxAniso = 0.0f;
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pipe.Samplers[unit].MaxLOD = 0.0f;
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pipe.Samplers[unit].MinLOD = 0.0f;
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@@ -138,6 +138,7 @@ namespace renderdoc
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public string MagFilter;
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public bool UseBorder;
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public bool UseComparison;
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public bool SeamlessCube;
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public float MaxAniso;
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public float MaxLOD;
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public float MinLOD;
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