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D3D12 Shader Debug only call FillTraceLineInfo for DXBC debugging
DXIL debugging will generate the line info data during DXILDebug::BeginDebug()
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@@ -1852,15 +1852,14 @@ ShaderDebugTrace *D3D12Replay::DebugVertex(uint32_t eventId, uint32_t vertid, ui
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ret->inputs = state.inputs;
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delete[] instData;
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dxbc->FillTraceLineInfo(*ret);
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}
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else
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{
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RDCERR("TODO ADD DXIL VERTEX SHADER DEBUGGER SUPPORT");
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}
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if(ret)
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dxbc->FillTraceLineInfo(*ret);
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return ret;
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}
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@@ -2693,15 +2692,14 @@ void ExtractInputsPS(PSInput IN,
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ret->constantBlocks = global.constantBlocks;
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ret->inputs = state.inputs;
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dxbc->FillTraceLineInfo(*ret);
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}
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else
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{
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RDCERR("TODO ADD DXIL PIXEL SHADER DEBUGGER SUPPORT");
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}
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if(ret)
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dxbc->FillTraceLineInfo(*ret);
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return ret;
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}
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@@ -2775,6 +2773,8 @@ ShaderDebugTrace *D3D12Replay::DebugThread(uint32_t eventId,
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ret->constantBlocks = global.constantBlocks;
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dxbc->FillTraceLineInfo(*ret);
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// add fake inputs for semantics
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for(size_t i = 0; i < dxbc->GetDXBCByteCode()->GetNumDeclarations(); i++)
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{
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@@ -2834,9 +2834,6 @@ ShaderDebugTrace *D3D12Replay::DebugThread(uint32_t eventId,
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RDCERR("TODO ADD DXIL COMPUTE SHADER DEBUGGER SUPPORT");
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}
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if(ret)
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dxbc->FillTraceLineInfo(*ret);
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return ret;
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}
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