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Don't track first pointer writes when we have debug info
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@@ -262,7 +262,11 @@ void ThreadState::WritePointerValue(Id pointer, const ShaderVariable &val)
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// plus any additional ones for other pointers.
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Id ptrid = debugger.GetPointerBaseId(var);
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bool firstLocalWrite = ReferencePointer(ptrid);
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// only track local writes when we don't have debug info, so we can track variables first
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// becoming alive
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bool firstLocalWrite = false;
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if(!debugger.HasDebugInfo())
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firstLocalWrite = ReferencePointer(ptrid);
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ShaderVariableChange basechange;
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@@ -314,9 +318,9 @@ void ThreadState::WritePointerValue(Id pointer, const ShaderVariable &val)
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// This one is not included in any of the pointers lists above
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basechange.after = debugger.GetPointerValue(ids[ptrid]);
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// if this is the first local write when we have no debug info, mark this variable as becoming
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// alive here, instead of at its declaration
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if(firstLocalWrite && !debugger.HasDebugInfo())
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// if this is the first local write, mark this variable as becoming alive here, instead of at
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// its declaration
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if(firstLocalWrite)
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basechange.before.name = "";
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m_State->changes.push_back(basechange);
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