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Remove old shader bindpoint mapping handling entirely
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@@ -387,8 +387,8 @@ void ShaderViewer::editShader(ResourceId id, ShaderStage stage, const QString &e
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void ShaderViewer::cacheResources()
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{
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m_ReadOnlyResources = m_Ctx.CurPipelineState().GetReadOnlyDescriptors(m_Stage, false);
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m_ReadWriteResources = m_Ctx.CurPipelineState().GetReadWriteDescriptors(m_Stage, false);
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m_ReadOnlyResources = m_Ctx.CurPipelineState().GetReadOnlyResources(m_Stage, false);
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m_ReadWriteResources = m_Ctx.CurPipelineState().GetReadWriteResources(m_Stage, false);
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}
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void ShaderViewer::debugShader(const ShaderReflection *shader, ResourceId pipeline,
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@@ -2600,7 +2600,7 @@ QString ShaderViewer::stringRep(const ShaderVariable &var, uint32_t row)
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else if(type == VarType::ReadWriteResource)
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resList = m_ReadWriteResources;
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else if(type == VarType::Sampler)
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resList = m_Ctx.CurPipelineState().GetSamplerDescriptors(m_Stage);
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resList = m_Ctx.CurPipelineState().GetSamplers(m_Stage);
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int32_t bindIdx = resList.indexOf(varBind);
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@@ -3913,7 +3913,7 @@ void ShaderViewer::updateDebugState()
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}
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}
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rdcarray<UsedDescriptor> samplers = m_Ctx.CurPipelineState().GetSamplerDescriptors(m_Stage);
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rdcarray<UsedDescriptor> samplers = m_Ctx.CurPipelineState().GetSamplers(m_Stage);
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for(int i = 0; i < m_Trace->samplers.count(); i++)
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{
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@@ -4594,7 +4594,7 @@ RDTreeWidgetItem *ShaderViewer::makeSourceVariableNode(const SourceVariableMappi
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typeName = lit("Sampler");
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rdcarray<UsedDescriptor> samplers = m_Ctx.CurPipelineState().GetSamplerDescriptors(m_Stage);
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rdcarray<UsedDescriptor> samplers = m_Ctx.CurPipelineState().GetSamplers(m_Stage);
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ShaderBindIndex bind = reg->GetBindIndex();
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int32_t bindIdx = samplers.indexOf(bind);
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