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Pass current active mask of workgroup to threads when stepping
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@@ -643,7 +643,8 @@ void ThreadState::EnterEntryPoint(ShaderDebugState *state)
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m_State = NULL;
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}
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void ThreadState::StepNext(ShaderDebugState *state, const rdcarray<ThreadState> &workgroup)
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void ThreadState::StepNext(ShaderDebugState *state, const rdcarray<ThreadState> &workgroup,
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const rdcarray<bool> &activeMask)
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{
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m_State = state;
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@@ -180,7 +180,8 @@ struct ThreadState
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~ThreadState();
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void EnterEntryPoint(ShaderDebugState *state);
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void StepNext(ShaderDebugState *state, const rdcarray<ThreadState> &workgroup);
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void StepNext(ShaderDebugState *state, const rdcarray<ThreadState> &workgroup,
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const rdcarray<bool> &activeMask);
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enum DerivDir
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{
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@@ -2479,7 +2479,7 @@ rdcarray<ShaderDebugState> Debugger::ContinueDebug()
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funcRet = thread.callstack.back()->funcCallInstruction;
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state.stepIndex = steps;
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thread.StepNext(&state, workgroup);
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thread.StepNext(&state, workgroup, activeMask);
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if(thread.callstack.size() > prevStackSize)
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instOffs =
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@@ -2538,7 +2538,7 @@ rdcarray<ShaderDebugState> Debugger::ContinueDebug()
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}
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else
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{
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thread.StepNext(NULL, workgroup);
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thread.StepNext(NULL, workgroup, activeMask);
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}
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}
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}
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