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Check for geometry shader as well as tessellation
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@@ -313,6 +313,8 @@ void D3D12Replay::PatchQuadWritePS(D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC &pi
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if(pipeDesc.DS.BytecodeLength > 0)
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rastFeeding = &pipeDesc.DS;
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if(pipeDesc.GS.BytecodeLength > 0)
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rastFeeding = &pipeDesc.GS;
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uint32_t hash[4];
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DXBC::DXBCContainer::GetHash(hash, rastFeeding->pShaderBytecode, rastFeeding->BytecodeLength);
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