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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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@@ -822,12 +822,10 @@ void PixelHistoryView::startDebug(EventTag tag)
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return;
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}
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const ShaderBindpointMapping &bindMapping =
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m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Pixel);
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ResourceId pipeline = m_Ctx.CurPipelineState().GetGraphicsPipelineObject();
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// viewer takes ownership of the trace
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IShaderViewer *s = m_Ctx.DebugShader(&bindMapping, shaderDetails, pipeline, trace, debugContext);
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IShaderViewer *s = m_Ctx.DebugShader(shaderDetails, pipeline, trace, debugContext);
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m_Ctx.AddDockWindow(s->Widget(), DockReference::MainToolArea, NULL);
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}
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