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Don't run shader feedback if there's no root signature bound
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@@ -328,6 +328,10 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
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if(result.compute)
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{
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ID3D12RootSignature *sig = rm->GetCurrentAs<ID3D12RootSignature>(rs.compute.rootsig);
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if(!sig)
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return;
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modsig = ((WrappedID3D12RootSignature *)sig)->sig;
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space = modsig.maxSpaceIndex;
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@@ -337,6 +341,10 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
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else
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{
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ID3D12RootSignature *sig = rm->GetCurrentAs<ID3D12RootSignature>(rs.graphics.rootsig);
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if(!sig)
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return;
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modsig = ((WrappedID3D12RootSignature *)sig)->sig;
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space = modsig.maxSpaceIndex;
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