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Don't process separate debug info during capture
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@@ -73,6 +73,9 @@ void CacheSearchDirDebugPaths()
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if(!cachedDebugFilesLookup.empty())
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return;
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if(!RenderDoc::Inst().IsReplayApp())
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return;
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rdcarray<rdcstr> searchPaths = DXBC_Debug_SearchDirPaths();
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for(const rdcstr &base : searchPaths)
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@@ -1459,7 +1462,8 @@ DXBCContainer::DXBCContainer(const bytebuf &ByteCode, const rdcstr &debugInfoPat
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m_ShaderBlob = ByteCode;
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TryFetchSeparateDebugInfo(m_ShaderBlob, debugInfoPath);
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if(RenderDoc::Inst().IsReplayApp())
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TryFetchSeparateDebugInfo(m_ShaderBlob, debugInfoPath);
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// just for convenience
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byte *data = (byte *)m_ShaderBlob.data();
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