mirror of
https://github.com/baldurk/renderdoc.git
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220 lines
7.4 KiB
C++
220 lines
7.4 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2021 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d12_state.h"
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#include "d3d12_command_list.h"
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#include "d3d12_debug.h"
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#include "d3d12_manager.h"
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#include "d3d12_resources.h"
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rdcarray<ResourceId> D3D12RenderState::GetRTVIDs() const
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{
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rdcarray<ResourceId> ret;
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for(UINT i = 0; i < rts.size(); i++)
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{
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RDCASSERT(rts[i].GetType() == D3D12DescriptorType::RTV);
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ret.push_back(rts[i].GetResResourceId());
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}
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return ret;
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}
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ResourceId D3D12RenderState::GetDSVID() const
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{
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return dsv.GetResResourceId();
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}
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void D3D12RenderState::ApplyState(WrappedID3D12Device *dev, ID3D12GraphicsCommandListX *cmd) const
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{
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D3D12_COMMAND_LIST_TYPE type = cmd->GetType();
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if(type == D3D12_COMMAND_LIST_TYPE_DIRECT || type == D3D12_COMMAND_LIST_TYPE_BUNDLE)
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{
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if(pipe != ResourceId())
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cmd->SetPipelineState(GetResourceManager()->GetCurrentAs<ID3D12PipelineState>(pipe));
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if(!views.empty())
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cmd->RSSetViewports((UINT)views.size(), &views[0]);
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if(!scissors.empty())
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cmd->RSSetScissorRects((UINT)scissors.size(), &scissors[0]);
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if(topo != D3D_PRIMITIVE_TOPOLOGY_UNDEFINED)
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cmd->IASetPrimitiveTopology(topo);
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cmd->OMSetStencilRef(stencilRef);
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cmd->OMSetBlendFactor(blendFactor);
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if(GetWrapped(cmd)->GetReal1())
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{
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if(dev->GetOpts2().DepthBoundsTestSupported)
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cmd->OMSetDepthBounds(depthBoundsMin, depthBoundsMax);
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if(dev->GetOpts2().ProgrammableSamplePositionsTier !=
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D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_NOT_SUPPORTED)
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{
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if(samplePos.NumPixels > 0 && samplePos.NumSamplesPerPixel > 0)
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{
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cmd->SetSamplePositions(samplePos.NumSamplesPerPixel, samplePos.NumPixels,
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(D3D12_SAMPLE_POSITION *)samplePos.Positions.data());
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}
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}
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// safe to set this - if the pipeline has view instancing disabled, it will do nothing
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if(dev->GetOpts3().ViewInstancingTier != D3D12_VIEW_INSTANCING_TIER_NOT_SUPPORTED)
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cmd->SetViewInstanceMask(viewInstMask);
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}
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if(GetWrapped(cmd)->GetReal5())
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{
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if(dev->GetOpts6().VariableShadingRateTier != D3D12_VARIABLE_SHADING_RATE_TIER_NOT_SUPPORTED)
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{
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cmd->RSSetShadingRate(shadingRate, shadingRateCombiners);
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if(shadingRateImage != ResourceId())
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cmd->RSSetShadingRateImage(
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GetResourceManager()->GetCurrentAs<ID3D12Resource>(shadingRateImage));
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}
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}
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if(ibuffer.buf != ResourceId())
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{
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D3D12_INDEX_BUFFER_VIEW ib;
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ID3D12Resource *res = GetResourceManager()->GetCurrentAs<ID3D12Resource>(ibuffer.buf);
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if(res)
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ib.BufferLocation = res->GetGPUVirtualAddress() + ibuffer.offs;
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else
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ib.BufferLocation = 0;
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ib.Format = (ibuffer.bytewidth == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT);
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ib.SizeInBytes = ibuffer.size;
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cmd->IASetIndexBuffer(&ib);
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}
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for(size_t i = 0; i < vbuffers.size(); i++)
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{
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D3D12_VERTEX_BUFFER_VIEW vb;
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vb.BufferLocation = 0;
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if(vbuffers[i].buf != ResourceId())
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{
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ID3D12Resource *res = GetResourceManager()->GetCurrentAs<ID3D12Resource>(vbuffers[i].buf);
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if(res)
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vb.BufferLocation = res->GetGPUVirtualAddress() + vbuffers[i].offs;
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else
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vb.BufferLocation = 0;
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vb.StrideInBytes = vbuffers[i].stride;
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vb.SizeInBytes = vbuffers[i].size;
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cmd->IASetVertexBuffers((UINT)i, 1, &vb);
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}
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}
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if(!rts.empty() || dsv.GetResResourceId() != ResourceId())
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{
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D3D12_CPU_DESCRIPTOR_HANDLE rtHandles[8];
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D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = {};
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if(dsv.GetResResourceId() != ResourceId())
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dsvHandle = Unwrap(GetDebugManager()->GetTempDescriptor(dsv));
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for(size_t i = 0; i < rts.size(); i++)
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rtHandles[i] = Unwrap(GetDebugManager()->GetTempDescriptor(rts[i], i));
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// need to unwrap here, as FromPortableHandle unwraps too.
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Unwrap(cmd)->OMSetRenderTargets((UINT)rts.size(), rtHandles, FALSE,
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dsvHandle.ptr ? &dsvHandle : NULL);
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}
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}
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ApplyDescriptorHeaps(cmd);
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if(graphics.rootsig != ResourceId())
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{
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cmd->SetGraphicsRootSignature(
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GetResourceManager()->GetCurrentAs<ID3D12RootSignature>(graphics.rootsig));
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ApplyGraphicsRootElements(cmd);
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}
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if(compute.rootsig != ResourceId())
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{
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cmd->SetComputeRootSignature(
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GetResourceManager()->GetCurrentAs<ID3D12RootSignature>(compute.rootsig));
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ApplyComputeRootElements(cmd);
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}
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}
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void D3D12RenderState::ApplyDescriptorHeaps(ID3D12GraphicsCommandListX *cmd) const
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{
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rdcarray<ID3D12DescriptorHeap *> descHeaps;
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descHeaps.resize(heaps.size());
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for(size_t i = 0; i < heaps.size(); i++)
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descHeaps[i] = GetResourceManager()->GetCurrentAs<ID3D12DescriptorHeap>(heaps[i]);
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if(!descHeaps.empty())
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cmd->SetDescriptorHeaps((UINT)descHeaps.size(), &descHeaps[0]);
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}
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void D3D12RenderState::ApplyComputeRootElements(ID3D12GraphicsCommandListX *cmd) const
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{
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for(size_t i = 0; i < compute.sigelems.size(); i++)
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{
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// just don't set tables that aren't in the descriptor heaps, since it's invalid and can crash
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// and is probably just from stale bindings that aren't going to be used
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if(compute.sigelems[i].type != eRootTable || heaps.contains(compute.sigelems[i].id))
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{
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compute.sigelems[i].SetToCompute(GetResourceManager(), cmd, (UINT)i);
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}
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else
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{
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RDCDEBUG("Skipping setting possibly stale compute root table referring to heap %s",
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ToStr(compute.sigelems[i].id).c_str());
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}
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}
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}
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void D3D12RenderState::ApplyGraphicsRootElements(ID3D12GraphicsCommandListX *cmd) const
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{
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for(size_t i = 0; i < graphics.sigelems.size(); i++)
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{
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// just don't set tables that aren't in the descriptor heaps, since it's invalid and can crash
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// and is probably just from stale bindings that aren't going to be used
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if(graphics.sigelems[i].type != eRootTable || heaps.contains(graphics.sigelems[i].id))
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{
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graphics.sigelems[i].SetToGraphics(GetResourceManager(), cmd, (UINT)i);
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}
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else
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{
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RDCDEBUG("Skipping setting possibly stale graphics root table referring to heap %s",
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ToStr(graphics.sigelems[i].id).c_str());
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}
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}
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}
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