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Make sure to skip padding registers when enumerating D3D12 bindings
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@@ -1012,6 +1012,11 @@ QMap<BindpointMap, QVector<BoundResource>> CommonPipelineState::GetReadOnlyResou
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BindpointMap key(space, reg);
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BoundResource val;
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// consider this register to not exist - it's in a gap defined by sparse root signature
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// elements
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if(bind.RootElement == ~0U)
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continue;
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val.Id = bind.Resource;
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val.HighestMip = (int)bind.HighestMip;
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val.FirstSlice = (int)bind.FirstArraySlice;
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@@ -1142,6 +1147,11 @@ QMap<BindpointMap, QVector<BoundResource>> CommonPipelineState::GetReadWriteReso
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BindpointMap key(space, reg);
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BoundResource val;
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// consider this register to not exist - it's in a gap defined by sparse root signature
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// elements
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if(bind.RootElement == ~0U)
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continue;
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val.Id = bind.Resource;
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val.HighestMip = (int)bind.HighestMip;
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val.FirstSlice = (int)bind.FirstArraySlice;
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