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Fix access to texel buffers
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@@ -585,12 +585,17 @@ ShaderDebugTrace *Debugger::BeginDebug(DebugAPIWrapper *apiWrapper, const Shader
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// sampler, so accessing the original type might be non-trivial at point of access
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uint32_t texType = DebugAPIWrapper::Float_Texture;
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if(imageTypes[type.InnerType()].dim == Dim::Buffer)
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Id imgid = type.InnerType();
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if(innertype.type == DataType::SampledImageType)
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imgid = sampledImageTypes[imgid].baseId;
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if(imageTypes[imgid].dim == Dim::Buffer)
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texType |= DebugAPIWrapper::Buffer_Texture;
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if(imageTypes[type.InnerType()].retType.type == Op::TypeInt)
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if(imageTypes[imgid].retType.type == Op::TypeInt)
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{
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if(imageTypes[type.InnerType()].retType.signedness)
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if(imageTypes[imgid].retType.signedness)
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texType |= DebugAPIWrapper::SInt_Texture;
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else
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texType |= DebugAPIWrapper::UInt_Texture;
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