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Update key before looking up bindless slot lookup on D3D12
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@@ -567,12 +567,12 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
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{
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if(visMask & (1 << st))
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{
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// the feedback entries start here
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auto slotIt = slots[st].lower_bound(curKey);
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curIdentifier.descIndex = 0;
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curKey.bind.bind = range.BaseShaderRegister;
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// the feedback entries start here
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auto slotIt = slots[st].lower_bound(curKey);
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// iterate over the declared range. This could be unbounded, so we might exit
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// another way
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for(uint32_t i = 0; i < num; i++)
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