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Don't pool-allocate D3D12 shaders
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@@ -38,8 +38,6 @@ const GUID RENDERDOC_ID3D12ShaderGUID_ShaderDebugMagicValue = RENDERDOC_ShaderDe
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ALL_D3D12_TYPES;
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WRAPPED_POOL_INST(WrappedID3D12Shader);
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D3D12ResourceType IdentifyTypeByPtr(ID3D12Object *ptr)
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{
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if(ptr == NULL)
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@@ -74,9 +72,6 @@ TrackedResource12 *GetTracked(ID3D12Object *ptr)
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ALL_D3D12_TYPES;
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if(WrappedID3D12Shader::IsAlloc(ptr))
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return (TrackedResource12 *)(WrappedID3D12Shader *)ptr;
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return NULL;
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}
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