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Optimise UI for large descriptor arrays with few dynamically used binds
* We tune the pipeline state view and texture viewer to only iterate over a small list of dynamically used binds in the (vastly more common) case where unused binds are not being shown.
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@@ -350,8 +350,8 @@ void ShaderViewer::editShader(ResourceId id, ShaderStage stage, const QString &e
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void ShaderViewer::cacheResources()
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{
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m_ReadOnlyResources = m_Ctx.CurPipelineState().GetReadOnlyResources(m_Stage);
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m_ReadWriteResources = m_Ctx.CurPipelineState().GetReadWriteResources(m_Stage);
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m_ReadOnlyResources = m_Ctx.CurPipelineState().GetReadOnlyResources(m_Stage, false);
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m_ReadWriteResources = m_Ctx.CurPipelineState().GetReadWriteResources(m_Stage, false);
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}
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void ShaderViewer::debugShader(const ShaderBindpointMapping *bind, const ShaderReflection *shader,
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