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Try to load DXC before doing DXIL patching, to validate in debug builds
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@@ -899,6 +899,10 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
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// reserve the first 4 dwords for debug info and a validity flag
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uint32_t numSlots = numReservedSlots;
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#if ENABLED(RDOC_DEVEL)
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m_pDevice->GetShaderCache()->LoadDXC();
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#endif
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if(result.compute)
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{
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ID3D12RootSignature *sig = rm->GetCurrentAs<ID3D12RootSignature>(rs.compute.rootsig);
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