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https://github.com/baldurk/renderdoc.git
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Add missing break statements, thanks to report from @RCalocaO!
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@@ -1086,20 +1086,28 @@ void DXBCFile::GuessResources()
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switch(dcl.dim)
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{
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case RESOURCE_DIMENSION_BUFFER: desc.dimension = ShaderInputBind::DIM_BUFFER;
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case RESOURCE_DIMENSION_TEXTURE1D: desc.dimension = ShaderInputBind::DIM_TEXTURE1D;
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case RESOURCE_DIMENSION_TEXTURE2D: desc.dimension = ShaderInputBind::DIM_TEXTURE2D;
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case RESOURCE_DIMENSION_TEXTURE3D: desc.dimension = ShaderInputBind::DIM_TEXTURE3D;
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case RESOURCE_DIMENSION_TEXTURECUBE: desc.dimension = ShaderInputBind::DIM_TEXTURECUBE;
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case RESOURCE_DIMENSION_BUFFER: desc.dimension = ShaderInputBind::DIM_BUFFER; break;
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case RESOURCE_DIMENSION_TEXTURE1D: desc.dimension = ShaderInputBind::DIM_TEXTURE1D; break;
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case RESOURCE_DIMENSION_TEXTURE2D: desc.dimension = ShaderInputBind::DIM_TEXTURE2D; break;
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case RESOURCE_DIMENSION_TEXTURE3D: desc.dimension = ShaderInputBind::DIM_TEXTURE3D; break;
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case RESOURCE_DIMENSION_TEXTURECUBE:
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desc.dimension = ShaderInputBind::DIM_TEXTURECUBE;
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break;
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case RESOURCE_DIMENSION_TEXTURE1DARRAY:
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desc.dimension = ShaderInputBind::DIM_TEXTURE1DARRAY;
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break;
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case RESOURCE_DIMENSION_TEXTURE2DARRAY:
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desc.dimension = ShaderInputBind::DIM_TEXTURE2DARRAY;
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break;
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case RESOURCE_DIMENSION_TEXTURECUBEARRAY:
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desc.dimension = ShaderInputBind::DIM_TEXTURECUBEARRAY;
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case RESOURCE_DIMENSION_TEXTURE2DMS: desc.dimension = ShaderInputBind::DIM_TEXTURE2DMS;
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break;
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case RESOURCE_DIMENSION_TEXTURE2DMS:
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desc.dimension = ShaderInputBind::DIM_TEXTURE2DMS;
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break;
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case RESOURCE_DIMENSION_TEXTURE2DMSARRAY:
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desc.dimension = ShaderInputBind::DIM_TEXTURE2DMSARRAY;
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break;
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default: desc.dimension = ShaderInputBind::DIM_UNKNOWN; break;
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}
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desc.numSamples = dcl.sampleCount;
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@@ -1246,20 +1254,28 @@ void DXBCFile::GuessResources()
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switch(dcl.dim)
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{
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case RESOURCE_DIMENSION_BUFFER: desc.dimension = ShaderInputBind::DIM_BUFFER;
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case RESOURCE_DIMENSION_TEXTURE1D: desc.dimension = ShaderInputBind::DIM_TEXTURE1D;
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case RESOURCE_DIMENSION_TEXTURE2D: desc.dimension = ShaderInputBind::DIM_TEXTURE2D;
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case RESOURCE_DIMENSION_TEXTURE3D: desc.dimension = ShaderInputBind::DIM_TEXTURE3D;
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case RESOURCE_DIMENSION_TEXTURECUBE: desc.dimension = ShaderInputBind::DIM_TEXTURECUBE;
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case RESOURCE_DIMENSION_BUFFER: desc.dimension = ShaderInputBind::DIM_BUFFER; break;
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case RESOURCE_DIMENSION_TEXTURE1D: desc.dimension = ShaderInputBind::DIM_TEXTURE1D; break;
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case RESOURCE_DIMENSION_TEXTURE2D: desc.dimension = ShaderInputBind::DIM_TEXTURE2D; break;
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case RESOURCE_DIMENSION_TEXTURE3D: desc.dimension = ShaderInputBind::DIM_TEXTURE3D; break;
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case RESOURCE_DIMENSION_TEXTURECUBE:
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desc.dimension = ShaderInputBind::DIM_TEXTURECUBE;
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break;
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case RESOURCE_DIMENSION_TEXTURE1DARRAY:
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desc.dimension = ShaderInputBind::DIM_TEXTURE1DARRAY;
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break;
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case RESOURCE_DIMENSION_TEXTURE2DARRAY:
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desc.dimension = ShaderInputBind::DIM_TEXTURE2DARRAY;
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break;
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case RESOURCE_DIMENSION_TEXTURECUBEARRAY:
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desc.dimension = ShaderInputBind::DIM_TEXTURECUBEARRAY;
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case RESOURCE_DIMENSION_TEXTURE2DMS: desc.dimension = ShaderInputBind::DIM_TEXTURE2DMS;
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break;
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case RESOURCE_DIMENSION_TEXTURE2DMS:
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desc.dimension = ShaderInputBind::DIM_TEXTURE2DMS;
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break;
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case RESOURCE_DIMENSION_TEXTURE2DMSARRAY:
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desc.dimension = ShaderInputBind::DIM_TEXTURE2DMSARRAY;
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break;
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default: desc.dimension = ShaderInputBind::DIM_UNKNOWN; break;
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}
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desc.numSamples = (uint32_t)-1;
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