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Fix internal pointers leaking out in change lists when debugging SPIR-V
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@@ -363,7 +363,7 @@ void ThreadState::SetDst(Id id, const ShaderVariable &val)
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if(m_State)
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{
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ShaderVariableChange change;
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change.before = prev;
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change.before = debugger.GetPointerValue(prev);
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change.after = debugger.GetPointerValue(ids[id]);
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m_State->changes.push_back(change);
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}
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