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Reduce parameters that need to be passed for viewing shaders
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@@ -282,14 +282,14 @@ void ShaderViewer::editShader(bool customShader, const QString &entryPoint, cons
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}
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void ShaderViewer::debugShader(const ShaderBindpointMapping *bind, const ShaderReflection *shader,
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ResourceId pipeline, ShaderStage stage, ShaderDebugTrace *trace,
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ResourceId pipeline, ShaderDebugTrace *trace,
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const QString &debugContext)
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{
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m_Mapping = bind;
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m_ShaderDetails = shader;
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m_Pipeline = pipeline;
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m_Trace = trace;
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m_Stage = stage;
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m_Stage = ShaderStage::Vertex;
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m_DebugContext = debugContext;
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// no replacing allowed, stay in find mode
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@@ -301,6 +301,8 @@ void ShaderViewer::debugShader(const ShaderBindpointMapping *bind, const ShaderR
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if(shader)
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{
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m_Stage = shader->Stage;
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m_Ctx.Replay().AsyncInvoke([this](IReplayController *r) {
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rdcarray<rdcstr> targets = r->GetDisassemblyTargets();
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