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Update shader viewer and debugging with new reporting for shader binds
* This shifts from reporting from the old style bindset/bind to the new system of only referencing by shader interface and index (independent of binding model). * The vulkan shader debugger re-uses the replay interface to cache descriptor access and descriptor contents in a fashion friendly to interface-index lookup.
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@@ -2568,11 +2568,10 @@ void CaptureContext::RevertShaderEdit(IShaderViewer *viewer, ResourceId id)
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});
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}
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IShaderViewer *CaptureContext::DebugShader(const ShaderBindpointMapping *bind,
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const ShaderReflection *shader, ResourceId pipeline,
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IShaderViewer *CaptureContext::DebugShader(const ShaderReflection *shader, ResourceId pipeline,
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ShaderDebugTrace *trace, const rdcstr &debugContext)
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{
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return ShaderViewer::DebugShader(*this, bind, shader, pipeline, trace, debugContext,
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return ShaderViewer::DebugShader(*this, shader, pipeline, trace, debugContext,
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m_MainWindow->Widget());
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}
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