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Ensure that dxbc file is disassembled before running debugging
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renderdoc/driver/d3d11/d3d11_analyse.cpp

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@@ -954,6 +954,8 @@ ShaderDebugTrace D3D11DebugManager::DebugVertex(uint32_t eventID, uint32_t verti
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if(!dxbc)
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return empty;
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dxbc->GetDisassembly();
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D3D11RenderState *rs = m_WrappedContext->GetCurrentPipelineState();
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vector<D3D11_INPUT_ELEMENT_DESC> inputlayout = m_WrappedDevice->GetLayoutDesc(rs->IA.Layout);
@@ -1348,6 +1350,8 @@ ShaderDebugTrace D3D11DebugManager::DebugPixel(uint32_t eventID, uint32_t x, uin
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if(!dxbc)
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return empty;
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dxbc->GetDisassembly();
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DXBCFile *prevdxbc = NULL;
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if(prevdxbc == NULL && gs != NULL)
@@ -2274,6 +2278,8 @@ ShaderDebugTrace D3D11DebugManager::DebugThread(uint32_t eventID, const uint32_t
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if(!dxbc)
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return empty;
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dxbc->GetDisassembly();
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D3D11RenderState *rs = m_WrappedContext->GetCurrentPipelineState();
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vector<byte> cbufData[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];

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