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Skip pixel shader debugging if no shader is bound
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+8
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@@ -3607,10 +3607,17 @@ ShaderDebugTrace *VulkanReplay::DebugPixel(uint32_t eventId, uint32_t x, uint32_
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return new ShaderDebugTrace();
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}
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const VulkanCreationInfo::Pipeline &pipe = c.m_Pipeline[state.graphics.pipeline];
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if(pipe.shaders[4].module == ResourceId())
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{
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RDCLOG("No pixel shader bound at draw");
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return new ShaderDebugTrace();
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}
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// get ourselves in pristine state before this draw (without any side effects it may have had)
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m_pDriver->ReplayLog(0, eventId, eReplay_WithoutDraw);
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const VulkanCreationInfo::Pipeline &pipe = c.m_Pipeline[state.graphics.pipeline];
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VulkanCreationInfo::ShaderModule &shader = c.m_ShaderModule[pipe.shaders[4].module];
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rdcstr entryPoint = pipe.shaders[4].entryPoint;
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const rdcarray<SpecConstant> &spec = pipe.shaders[4].specialization;
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