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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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@@ -439,14 +439,12 @@ ShaderMessageViewer::ShaderMessageViewer(ICaptureContext &ctx, ShaderStageMask s
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return;
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}
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const ShaderBindpointMapping &bindMapping =
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m_Ctx.CurPipelineState().GetBindpointMapping(msg.stage);
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ResourceId pipeline = msg.stage == ShaderStage::Compute
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? m_Ctx.CurPipelineState().GetComputePipelineObject()
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: m_Ctx.CurPipelineState().GetGraphicsPipelineObject();
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// viewer takes ownership of the trace
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IShaderViewer *s = m_Ctx.DebugShader(&bindMapping, refl, pipeline, trace, debugContext);
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IShaderViewer *s = m_Ctx.DebugShader(refl, pipeline, trace, debugContext);
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if(msg.disassemblyLine >= 0)
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{
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