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Mark D3D12 shader feedback as non-experimental
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@@ -33,9 +33,9 @@
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RDOC_CONFIG(rdcstr, D3D12_Debug_FeedbackDumpDirPath, "",
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"Path to dump bindless feedback annotation generated DXBC/DXIL files.");
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RDOC_CONFIG(bool, D3D12_Experimental_BindlessFeedback, false,
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"EXPERIMENTAL: Enable fetching from GPU which descriptors were dynamically used in "
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"descriptor arrays.");
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RDOC_CONFIG(
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bool, D3D12_BindlessFeedback, true,
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"Enable fetching from GPU which descriptors were dynamically used in descriptor arrays.");
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struct D3D12FeedbackKey
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{
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@@ -278,7 +278,7 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
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if(m_BindlessFeedback.Usage.find(eventId) != m_BindlessFeedback.Usage.end())
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return;
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if(!D3D12_Experimental_BindlessFeedback())
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if(!D3D12_BindlessFeedback())
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return;
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// create it here so we won't re-run any code if the event is re-selected. We'll mark it as valid
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