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https://github.com/baldurk/renderdoc.git
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Crash fixes if drawcall is NULL
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@@ -639,15 +639,17 @@ namespace renderdocui.Windows.PipelineState
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inputLayouts.NodesSelection.Clear();
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inputLayouts.EndUpdate();
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topology.Text = draw.topology.ToString();
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if (draw.topology > PrimitiveTopology.PatchList)
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PrimitiveTopology topo = draw != null ? draw.topology : PrimitiveTopology.Unknown;
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topology.Text = topo.ToString();
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if (topo > PrimitiveTopology.PatchList)
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{
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int numCPs = (int)draw.topology - (int)PrimitiveTopology.PatchList + 1;
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int numCPs = (int)topo - (int)PrimitiveTopology.PatchList + 1;
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topology.Text = string.Format("PatchList ({0} Control Points)", numCPs);
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}
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switch (draw.topology)
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switch (topo)
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{
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case PrimitiveTopology.PointList:
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topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_pointlist;
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@@ -708,7 +710,7 @@ namespace renderdocui.Windows.PipelineState
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}
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}
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var node = iabuffers.Nodes.Add(new object[] { "Index", name, draw.indexByteWidth, state.m_IA.ibuffer.Offset, length });
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var node = iabuffers.Nodes.Add(new object[] { "Index", name, draw != null ? draw.indexByteWidth : 0, state.m_IA.ibuffer.Offset, length });
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node.Image = global::renderdocui.Properties.Resources.action;
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node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
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@@ -322,15 +322,17 @@ namespace renderdocui.Windows.PipelineState
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inputLayouts.NodesSelection.Clear();
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inputLayouts.EndUpdate();
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topology.Text = draw.topology.ToString();
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if (draw.topology > PrimitiveTopology.PatchList)
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PrimitiveTopology topo = draw != null ? draw.topology : PrimitiveTopology.Unknown;
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topology.Text = topo.ToString();
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if (topo > PrimitiveTopology.PatchList)
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{
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int numCPs = (int)draw.topology - (int)PrimitiveTopology.PatchList + 1;
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int numCPs = (int)topo - (int)PrimitiveTopology.PatchList + 1;
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topology.Text = string.Format("PatchList ({0} Control Points)", numCPs);
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}
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switch (draw.topology)
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switch (topo)
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{
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case PrimitiveTopology.PointList:
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topologyDiagram.Image = global::renderdocui.Properties.Resources.topo_pointlist;
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@@ -391,7 +393,7 @@ namespace renderdocui.Windows.PipelineState
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}
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}
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var node = iabuffers.Nodes.Add(new object[] { "Index", name, draw.indexByteWidth, 0, length });
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var node = iabuffers.Nodes.Add(new object[] { "Index", name, draw != null ? draw.indexByteWidth : 0, 0, length });
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node.Image = global::renderdocui.Properties.Resources.action;
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node.HoverImage = global::renderdocui.Properties.Resources.action_hover;
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