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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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@@ -814,11 +814,10 @@ struct CaptureContextInvoker : ObjectForwarder<ICaptureContext>
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revertCallback);
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}
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virtual IShaderViewer *DebugShader(const ShaderBindpointMapping *bind,
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const ShaderReflection *shader, ResourceId pipeline,
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virtual IShaderViewer *DebugShader(const ShaderReflection *shader, ResourceId pipeline,
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ShaderDebugTrace *trace, const rdcstr &debugContext) override
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{
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return InvokeRetFunction<IShaderViewer *>(&ICaptureContext::DebugShader, bind, shader, pipeline,
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return InvokeRetFunction<IShaderViewer *>(&ICaptureContext::DebugShader, shader, pipeline,
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trace, debugContext);
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}
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