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DXIL Shader Debugger call FillTraceLine() for DXBC and DXIL debugging
Some lines of the disassembly output come from DXBC parsing and need to account for that in the trace line info
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@@ -1852,14 +1852,14 @@ ShaderDebugTrace *D3D12Replay::DebugVertex(uint32_t eventId, uint32_t vertid, ui
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ret->inputs = state.inputs;
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delete[] instData;
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dxbc->FillTraceLineInfo(*ret);
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}
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else
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{
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RDCERR("TODO ADD DXIL VERTEX SHADER DEBUGGER SUPPORT");
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}
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if(ret)
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dxbc->FillTraceLineInfo(*ret);
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return ret;
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}
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@@ -2692,14 +2692,14 @@ void ExtractInputsPS(PSInput IN,
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ret->constantBlocks = global.constantBlocks;
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ret->inputs = state.inputs;
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dxbc->FillTraceLineInfo(*ret);
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}
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else
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{
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RDCERR("TODO ADD DXIL PIXEL SHADER DEBUGGER SUPPORT");
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}
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if(ret)
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dxbc->FillTraceLineInfo(*ret);
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return ret;
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}
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@@ -2773,8 +2773,6 @@ ShaderDebugTrace *D3D12Replay::DebugThread(uint32_t eventId,
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ret->constantBlocks = global.constantBlocks;
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dxbc->FillTraceLineInfo(*ret);
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// add fake inputs for semantics
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for(size_t i = 0; i < dxbc->GetDXBCByteCode()->GetNumDeclarations(); i++)
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{
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@@ -2834,6 +2832,8 @@ ShaderDebugTrace *D3D12Replay::DebugThread(uint32_t eventId,
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RDCERR("TODO ADD DXIL COMPUTE SHADER DEBUGGER SUPPORT");
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}
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if(ret)
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dxbc->FillTraceLineInfo(*ret);
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return ret;
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}
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