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Use innertype id to look up image type. Closes #2970
Fixes incorrect shader debugging for ImageFetch operation on arrays on buffers (and certain scenarios of arrays of textures).
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@@ -1257,11 +1257,13 @@ ShaderDebugTrace *Debugger::BeginDebug(DebugAPIWrapper *api, const ShaderStage s
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// sampler, so accessing the original type might be non-trivial at point of access
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uint32_t texType = DebugAPIWrapper::Float_Texture;
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Id imgid = type.InnerType();
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Id imgid = innertype->id;
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if(innertype->type == DataType::SampledImageType)
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imgid = sampledImageTypes[imgid].baseId;
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RDCASSERT(imageTypes[imgid].dim != Dim::Max);
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if(imageTypes[imgid].dim == Dim::Buffer)
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texType |= DebugAPIWrapper::Buffer_Texture;
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