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Crash fix for if the GL pipeline state is empty (e.g. a D3D11 log)
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@@ -819,6 +819,7 @@ namespace renderdocui.Windows.PipelineState
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}
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// handle the last batch (the loop above leaves the last batch un-added)
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if(prev < state.m_RS.Viewports.Length)
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{
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var v1 = state.m_RS.Viewports[prev];
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@@ -873,6 +874,7 @@ namespace renderdocui.Windows.PipelineState
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}
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// handle the last batch (the loop above leaves the last batch un-added)
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if (prev < state.m_RS.Scissors.Length)
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{
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var s1 = state.m_RS.Scissors[prev];
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@@ -1048,6 +1050,7 @@ namespace renderdocui.Windows.PipelineState
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vs = blendOperations.VScrollValue();
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blendOperations.BeginUpdate();
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blendOperations.Nodes.Clear();
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if(state.m_FB.m_BlendState.Blends.Length > 0)
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{
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bool logic = (state.m_FB.m_BlendState.Blends[0].LogicOp != "");
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