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Don't fill in register spaces if there's no root signature set
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@@ -937,7 +937,8 @@ void D3D12Replay::MakePipelineState()
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state.rootSig = rm->GetOriginalID(rs.compute.rootsig);
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FillRegisterSpaces(rs.compute, state.m_CS.Spaces, D3D12_SHADER_VISIBILITY_ALL);
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if(rs.compute.rootsig != ResourceId())
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FillRegisterSpaces(rs.compute, state.m_CS.Spaces, D3D12_SHADER_VISIBILITY_ALL);
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}
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else if(pipe)
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{
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@@ -967,7 +968,8 @@ void D3D12Replay::MakePipelineState()
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dst.BindpointMapping = sh->GetMapping();
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}
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FillRegisterSpaces(rs.graphics, dst.Spaces, visibility[stage]);
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if(rs.graphics.rootsig != ResourceId())
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FillRegisterSpaces(rs.graphics, dst.Spaces, visibility[stage]);
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}
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state.rootSig = rm->GetOriginalID(rs.graphics.rootsig);
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