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Make blank parse result more consistent
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@@ -2020,8 +2020,9 @@ ParsedFormat BufferFormatter::ParseFormatString(const QString &formatString, uin
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ShaderConstant el;
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el.byteOffset = 0;
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el.type.flags |= ShaderVariableFlags::HexDisplay;
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el.type.flags = ShaderVariableFlags::RowMajorMatrix | ShaderVariableFlags::HexDisplay;
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el.name = "data";
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el.type.name = "uint4";
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el.type.baseType = VarType::UInt;
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el.type.columns = 4;
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el.type.elements = ~0U;
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@@ -2031,8 +2032,7 @@ ParsedFormat BufferFormatter::ParseFormatString(const QString &formatString, uin
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if(maxLen > 0 && maxLen < 4)
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el.type.baseType = VarType::UByte;
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el.type.arrayByteStride = el.type.matrixByteStride =
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el.type.columns * VarTypeByteSize(el.type.baseType);
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el.type.arrayByteStride = el.type.columns * VarTypeByteSize(el.type.baseType);
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fixed.type.members.push_back(el);
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fixed.type.arrayByteStride = el.type.arrayByteStride;
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