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Add further checks for windows being deleted during long async callbacks
* This is not really a full solution but fixes the common cases at least.
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@@ -355,6 +355,9 @@ void ShaderViewer::debugShader(const ShaderBindpointMapping *bind, const ShaderR
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rdcstr disasm = r->DisassembleShader(m_Pipeline, m_ShaderDetails, "");
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if(!me)
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return;
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GUIInvoke::call(this, [this, targets, disasm]() {
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QStringList targetNames;
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for(int i = 0; i < targets.count(); i++)
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@@ -1229,6 +1232,9 @@ void ShaderViewer::disassemble_typeChanged(int index)
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rdcstr disasm = r->DisassembleShader(m_Pipeline, m_ShaderDetails, target.data());
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if(!me)
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return;
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GUIInvoke::call(this, [this, disasm]() {
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m_DisassemblyView->setReadOnly(false);
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m_DisassemblyView->setText(disasm.c_str());
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