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Reset current bind every time we iterate over a range for a stage
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@@ -537,7 +537,6 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
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curIdentifier.rangeIndex = r;
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curKey.bind.bindset = range.RegisterSpace;
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curKey.bind.bind = range.BaseShaderRegister;
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UINT num = range.NumDescriptors;
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uint32_t visMask = 0;
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@@ -567,6 +566,7 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
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auto slotIt = slots[st].lower_bound(curKey);
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curIdentifier.descIndex = 0;
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curKey.bind.bind = range.BaseShaderRegister;
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// iterate over the declared range. This could be unbounded, so we might exit
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// another way
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