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Store mapping from instruction to disassembly line in shader debug trace
* This avoids having the UI need to do a scan and expecting to find "instruction:" on the start of a line. * We also move the callstack to be stored per-step, and not in the line info mapping.
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@@ -785,6 +785,11 @@ D3D_PRIMITIVE_TOPOLOGY Program::GetOutputTopology()
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return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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}
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uint32_t Program::GetDisassemblyLine(uint32_t instruction) const
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{
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return 0;
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}
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void Program::MakeDisassemblyString()
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{
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RDCERR("Unimplemented DXIL::Program::MakeDisassemblyString()");
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