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When using debug info, don't use first store as variable live point
* We already will have a live point when the variable is declared
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@@ -314,8 +314,9 @@ void ThreadState::WritePointerValue(Id pointer, const ShaderVariable &val)
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// This one is not included in any of the pointers lists above
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basechange.after = debugger.GetPointerValue(ids[ptrid]);
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// if this is the first local write, mark this variable as becoming alive here
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if(firstLocalWrite)
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// if this is the first local write when we have no debug info, mark this variable as becoming
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// alive here, instead of at its declaration
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if(firstLocalWrite && !debugger.HasDebugInfo())
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basechange.before.name = "";
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m_State->changes.push_back(basechange);
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