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Fix shader dumps with nvdisasm
skip fragment shaders when rasterizer is disabled initialize env_ptrs
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@ -58,7 +58,7 @@ public:
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[[nodiscard]] u64 CalculateHash() const;
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void Dump(u64 hash) override;
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void Dump(u64 pipeline_hash, u64 shader_hash) override;
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void Serialize(std::ofstream& file) const;
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@ -188,10 +188,10 @@ public:
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return cbuf_replacements.size() != 0;
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}
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void Dump(u64 hash) override;
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void Dump(u64 pipeline_hash, u64 shader_hash) override;
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private:
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std::unique_ptr<u64[]> code;
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std::vector<u64> code;
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std::unordered_map<u32, Shader::TextureType> texture_types;
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std::unordered_map<u32, Shader::TexturePixelFormat> texture_pixel_formats;
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std::unordered_map<u64, u32> cbuf_values;
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