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Fix crash reading D3D12 pipeline state from vulkan for compute selector
This commit is contained in:
@@ -3194,9 +3194,10 @@ void D3D11PipelineStateViewer::on_computeDebugSelector_clicked()
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if(!action)
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return;
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ShaderReflection *shaderDetails = m_Ctx.CurD3D11PipelineState()->computeShader.reflection;
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const ShaderReflection *shaderDetails =
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m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
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const ShaderBindpointMapping &bindMapping =
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m_Ctx.CurD3D11PipelineState()->computeShader.bindpointMapping;
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m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
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if(!shaderDetails)
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return;
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@@ -3212,9 +3213,10 @@ void D3D11PipelineStateViewer::computeDebugSelector_beginDebug(
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if(!action)
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return;
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ShaderReflection *shaderDetails = m_Ctx.CurD3D12PipelineState()->computeShader.reflection;
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const ShaderReflection *shaderDetails =
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m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
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const ShaderBindpointMapping &bindMapping =
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m_Ctx.CurD3D12PipelineState()->computeShader.bindpointMapping;
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m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
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if(!shaderDetails)
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return;
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@@ -3401,9 +3401,10 @@ void D3D12PipelineStateViewer::on_computeDebugSelector_clicked()
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if(!action)
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return;
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ShaderReflection *shaderDetails = m_Ctx.CurD3D12PipelineState()->computeShader.reflection;
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const ShaderReflection *shaderDetails =
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m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
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const ShaderBindpointMapping &bindMapping =
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m_Ctx.CurD3D12PipelineState()->computeShader.bindpointMapping;
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m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
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if(!shaderDetails)
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return;
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@@ -3419,9 +3420,10 @@ void D3D12PipelineStateViewer::computeDebugSelector_beginDebug(
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if(!action)
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return;
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ShaderReflection *shaderDetails = m_Ctx.CurD3D12PipelineState()->computeShader.reflection;
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const ShaderReflection *shaderDetails =
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m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
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const ShaderBindpointMapping &bindMapping =
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m_Ctx.CurD3D12PipelineState()->computeShader.bindpointMapping;
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m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
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if(!shaderDetails)
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return;
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@@ -4756,9 +4756,10 @@ void VulkanPipelineStateViewer::on_computeDebugSelector_clicked()
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if(!action)
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return;
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ShaderReflection *shaderDetails = m_Ctx.CurD3D12PipelineState()->computeShader.reflection;
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const ShaderReflection *shaderDetails =
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m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
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const ShaderBindpointMapping &bindMapping =
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m_Ctx.CurD3D12PipelineState()->computeShader.bindpointMapping;
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m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
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if(!shaderDetails)
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return;
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@@ -4774,9 +4775,10 @@ void VulkanPipelineStateViewer::computeDebugSelector_beginDebug(
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if(!action)
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return;
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ShaderReflection *shaderDetails = m_Ctx.CurD3D12PipelineState()->computeShader.reflection;
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const ShaderReflection *shaderDetails =
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m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
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const ShaderBindpointMapping &bindMapping =
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m_Ctx.CurD3D12PipelineState()->computeShader.bindpointMapping;
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m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
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if(!shaderDetails)
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return;
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