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Remove old shader bindpoint mapping handling entirely
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@@ -187,9 +187,9 @@ ShaderMessageViewer::ShaderMessageViewer(ICaptureContext &ctx, ShaderStageMask s
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// only display sample information if one of the targets is multisampled
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m_Multisampled = false;
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rdcarray<Descriptor> outs = pipe.GetOutputTargetDescriptors();
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outs.push_back(pipe.GetDepthTargetDescriptor());
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outs.push_back(pipe.GetDepthResolveTargetDescriptor());
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rdcarray<Descriptor> outs = pipe.GetOutputTargets();
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outs.push_back(pipe.GetDepthTarget());
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outs.push_back(pipe.GetDepthResolveTarget());
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for(const Descriptor &o : outs)
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{
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if(o.resource == ResourceId())
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@@ -498,7 +498,7 @@ ShaderMessageViewer::ShaderMessageViewer(ICaptureContext &ctx, ShaderStageMask s
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// select an actual output. Prefer the first colour output, but if there's no colour output
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// pick depth.
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rdcarray<Descriptor> cols = m_Ctx.CurPipelineState().GetOutputTargetDescriptors();
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rdcarray<Descriptor> cols = m_Ctx.CurPipelineState().GetOutputTargets();
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bool hascol = false;
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for(size_t i = 0; i < cols.size(); i++)
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hascol |= cols[i].resource != ResourceId();
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