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Use shader stage to properly disambiguate entry points on vulkan
* It's possible to have two entry points in a SPIR-V module both named "main" as long as they have different stages.
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@@ -161,7 +161,7 @@ void ConstantBufferPreviewer::OnEventChanged(uint32_t eventId)
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m_Ctx.Replay().AsyncInvoke(
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[this, prevShader, entryPoint, offset, size, wasEmpty](IReplayController *r) {
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rdcarray<ShaderVariable> vars = r->GetCBufferVariableContents(
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m_pipe, m_shader, entryPoint, m_slot, m_cbuffer, offset, size);
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m_pipe, m_shader, m_stage, entryPoint, m_slot, m_cbuffer, offset, size);
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GUIInvoke::call(this, [this, prevShader, vars, wasEmpty] {
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RDTreeViewExpansionState &prevShaderExpansionState =
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