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Only consider active lanes when choosing the candidate compute thread
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@@ -6281,7 +6281,7 @@ ShaderDebugTrace *VulkanReplay::DebugComputeCommon(ShaderStage stage, uint32_t e
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compData->threadid[1] * threadDim[0] + compData->threadid[0];
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}
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if(rdcfixedarray<uint32_t, 3>(compData->threadid) == threadid)
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if(rdcfixedarray<uint32_t, 3>(compData->threadid) == threadid && subgroupData->isActive)
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laneIndex = lane;
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apiWrapper->thread_props[lane][(size_t)rdcspv::ThreadProperty::Active] = subgroupData->isActive;
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