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Replay functions compiling
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@@ -902,9 +902,9 @@ namespace renderdocui.Code
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) && (bind.stageFlags & mask) == mask)
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{
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var key = new BindpointMap(set, slot);
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var val = new BoundResource[bind.arraySize];
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var val = new BoundResource[bind.descriptorCount];
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for (UInt32 i = 0; i < bind.arraySize; i++)
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for (UInt32 i = 0; i < bind.descriptorCount; i++)
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{
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val[i] = new BoundResource();
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val[i].Id = bind.binds[i].res;
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@@ -1000,9 +1000,9 @@ namespace renderdocui.Code
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) && (bind.stageFlags & mask) == mask)
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{
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var key = new BindpointMap(set, slot);
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var val = new BoundResource[bind.arraySize];
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var val = new BoundResource[bind.descriptorCount];
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for (UInt32 i = 0; i < bind.arraySize; i++)
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for (UInt32 i = 0; i < bind.descriptorCount; i++)
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{
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val[i] = new BoundResource();
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val[i].Id = bind.binds[i].res;
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@@ -45,7 +45,7 @@ namespace renderdoc
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[StructLayout(LayoutKind.Sequential)]
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public class DescriptorBinding
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{
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public UInt32 arraySize;
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public UInt32 descriptorCount;
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public ShaderBindType type;
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public ShaderStageBits stageFlags;
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