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https://github.com/baldurk/renderdoc.git
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Don't crash if no mesh shader reflection is avialable on a mesh draw
* This is possible after a device lost event.
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@@ -1695,7 +1695,10 @@ void D3D12PipelineStateViewer::setState()
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setShaderState(state.rootElements, state.meshShader, ui->msShader, ui->msRootSig,
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ui->msResources, ui->msSamplers, ui->msCBuffers, ui->msUAVs);
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ui->msTopology->setText(ToQStr(state.meshShader.reflection->outputTopology));
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if(state.meshShader.reflection)
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ui->msTopology->setText(ToQStr(state.meshShader.reflection->outputTopology));
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else
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ui->msTopology->setText(QString());
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}
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else
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{
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@@ -2300,7 +2300,10 @@ void VulkanPipelineStateViewer::setState()
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setShaderState(state.taskShader, state.graphics, ui->tsShader, ui->tsResources, ui->tsUBOs);
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setShaderState(state.meshShader, state.graphics, ui->msShader, ui->msResources, ui->msUBOs);
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ui->msTopology->setText(ToQStr(state.meshShader.reflection->outputTopology));
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if(state.meshShader.reflection)
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ui->msTopology->setText(ToQStr(state.meshShader.reflection->outputTopology));
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else
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ui->msTopology->setText(QString());
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}
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else
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{
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