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Don't try and index into a descriptor set or binding that doesn't exist
* This can happen with unused binds - I think it's valid for a bind in a shader to index outside of the descriptor set as long as it's never used.
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@@ -235,8 +235,11 @@ namespace renderdocui.Windows.PipelineState
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{
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BindpointMap bindMap = stage.BindpointMapping.Resources[shaderRes.bindPoint];
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var descriptorBind = new VulkanPipelineState.Pipeline.DescriptorSet.DescriptorBinding.BindingElement();
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// TODO do we need to worry about arrays of uniform buffers?
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var descriptorBind = pipe.DescSets[bindMap.bindset].bindings[bindMap.bind].binds[0];
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if(bindMap.bindset < pipe.DescSets.Length && bindMap.bind < pipe.DescSets[bindMap.bindset].bindings.Length)
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descriptorBind = pipe.DescSets[bindMap.bindset].bindings[bindMap.bind].binds[0];
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bool filledSlot = (descriptorBind.res != ResourceId.Null);
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bool usedSlot = bindMap.used;
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