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Free shader debugger in replay driver so it's proxied correctly
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@@ -272,6 +272,7 @@ public:
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return new ShaderDebugTrace();
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}
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rdcarray<ShaderDebugState> ContinueDebug(ShaderDebugger *debugger) { return {}; }
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void FreeDebugger(ShaderDebugger *debugger) { delete debugger; }
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void BuildTargetShader(ShaderEncoding sourceEncoding, const bytebuf &source, const rdcstr &entry,
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const ShaderCompileFlags &compileFlags, ShaderStage type, ResourceId &id,
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rdcstr &errors)
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