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Change compile flags from uint32_t to string key/value pairs
* For D3D this is overkill as we just stuff the uint32_t flags into a string. However for SPIR-V this will let us store the parameters from an OpModuleProcessed.
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@@ -3600,8 +3600,8 @@ void TextureViewer::reloadCustomShaders(const QString &filter)
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rdctype::str errors;
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ResourceId id;
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std::tie(id, errors) =
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r->BuildCustomShader("main", source.toUtf8().data(), 0, ShaderStage::Pixel);
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std::tie(id, errors) = r->BuildCustomShader("main", source.toUtf8().data(),
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ShaderCompileFlags(), ShaderStage::Pixel);
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if(m_CustomShaderEditor.contains(key))
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{
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