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Avoid crash if no pipeline is bound for D3D12 shader feedback
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@@ -302,6 +302,12 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
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(WrappedID3D12PipelineState *)rm->GetCurrentAs<ID3D12PipelineState>(rs.pipe);
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D3D12RootSignature modsig;
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if(!pipe)
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{
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RDCERR("Can't fetch shader feedback, no pipeline state bound");
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return;
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}
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bytebuf editedBlob[5];
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D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC pipeDesc;
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