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Pass selected slice/face and sample idx to custom vis shaders. Refs #304
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@@ -166,6 +166,7 @@ public:
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virtual void BuildCustomShader(string source, string entry, const uint32_t compileFlags,
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ShaderStageType type, ResourceId *id, string *errors) = 0;
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virtual ResourceId ApplyCustomShader(ResourceId shader, ResourceId texid, uint32_t mip,
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uint32_t arrayIdx, uint32_t sampleIdx,
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FormatComponentType typeHint) = 0;
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virtual void FreeCustomShader(ResourceId id) = 0;
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@@ -566,7 +566,8 @@ void ReplayOutput::DisplayTex()
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if(m_RenderData.texDisplay.CustomShader != ResourceId())
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{
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m_CustomShaderResourceId = m_pDevice->ApplyCustomShader(
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m_RenderData.texDisplay.CustomShader, texDisplay.texid, texDisplay.mip, texDisplay.typeHint);
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m_RenderData.texDisplay.CustomShader, texDisplay.texid, texDisplay.mip,
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texDisplay.sliceFace, texDisplay.sampleIdx, texDisplay.typeHint);
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texDisplay.texid = m_pDevice->GetLiveID(m_CustomShaderResourceId);
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texDisplay.typeHint = eCompType_None;
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