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Use bindpoint mapping to look up matching shader resources on D3D11
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@@ -1883,9 +1883,14 @@ void D3D11PipelineStateViewer::resource_itemActivated(RDTreeWidgetItem *item, in
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? stage->ShaderDetails->ReadOnlyResources
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: stage->ShaderDetails->ReadWriteResources;
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const rdcarray<BindpointMap> &bindArray = view.type == D3D11ViewTag::SRV
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? stage->BindpointMapping.ReadOnlyResources
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: stage->BindpointMapping.ReadWriteResources;
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for(const ShaderResource &res : resArray)
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{
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if(!res.IsTexture && res.bindPoint == bind)
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if(!res.IsTexture && res.bindPoint < bindArray.count() &&
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bindArray[res.bindPoint].bind == bind)
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{
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shaderRes = &res;
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break;
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