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Don't use pixel shader details for debugging vertex shader
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1 file changed
+3
-3
@@ -3051,13 +3051,13 @@ void BufferViewer::debugVertex()
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debugContext += tr(", Instance %1").arg(m_Config.curInstance);
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const ShaderReflection *shaderDetails =
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m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Pixel);
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m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Vertex);
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const ShaderBindpointMapping &bindMapping =
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m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Pixel);
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m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Vertex);
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// viewer takes ownership of the trace
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IShaderViewer *s =
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m_Ctx.DebugShader(&bindMapping, shaderDetails, ShaderStage::Pixel, trace, debugContext);
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m_Ctx.DebugShader(&bindMapping, shaderDetails, ShaderStage::Vertex, trace, debugContext);
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m_Ctx.AddDockWindow(s->Widget(), DockReference::AddTo, this);
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});
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