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https://github.com/baldurk/renderdoc.git
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Add compressed texture manipulation functions
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@@ -46,6 +46,9 @@ const char *GLChunkNames[] =
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"glTexSubImage1D",
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"glTexSubImage2D",
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"glTexSubImage3D",
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"glCompressedTexSubImage1D",
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"glCompressedTexSubImage2D",
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"glCompressedTexSubImage3D",
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"glPixelStore",
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"glTexParameterf",
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"glTexParameterfv",
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@@ -1046,6 +1049,15 @@ void WrappedOpenGL::ProcessChunk(uint64_t offset, GLChunkType context)
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case TEXSUBIMAGE3D:
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Serialise_glTexSubImage3D(eGL_UNKNOWN_ENUM, 0, 0, 0, 0, 0, 0, 0, eGL_UNKNOWN_ENUM, eGL_UNKNOWN_ENUM, NULL);
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break;
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case TEXSUBIMAGE1D_COMPRESSED:
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Serialise_glCompressedTexSubImage1D(eGL_UNKNOWN_ENUM, 0, 0, 0, eGL_UNKNOWN_ENUM, 0, NULL);
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break;
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case TEXSUBIMAGE2D_COMPRESSED:
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Serialise_glCompressedTexSubImage2D(eGL_UNKNOWN_ENUM, 0, 0, 0, 0, 0, eGL_UNKNOWN_ENUM, 0, NULL);
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break;
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case TEXSUBIMAGE3D_COMPRESSED:
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Serialise_glCompressedTexSubImage3D(eGL_UNKNOWN_ENUM, 0, 0, 0, 0, 0, 0, 0, eGL_UNKNOWN_ENUM, 0, NULL);
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break;
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case PIXELSTORE:
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Serialise_glPixelStorei(eGL_UNKNOWN_ENUM, 0);
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break;
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@@ -1853,6 +1865,11 @@ void WrappedOpenGL::glGetTexImage(GLenum target, GLint level, GLenum format, GLe
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m_Real.glGetTexImage(target, level, format, type, pixels);
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}
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void WrappedOpenGL::glGetCompressedTexImage(GLenum target, GLint level, void *img)
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{
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m_Real.glGetCompressedTexImage(target, level, img);
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}
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void WrappedOpenGL::glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
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{
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m_Real.glGetInternalformativ(target, internalformat, pname, bufSize, params);
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