[D3D12] Always write original shader source in DXBC if PIX is attached
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@@ -72,7 +72,8 @@ PipelineCache::PipelineCache(D3D12CommandProcessor* command_processor,
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auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
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shader_translator_ = std::make_unique<DxbcShaderTranslator>(
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provider->GetAdapterVendorID(), edram_rov_used_);
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provider->GetAdapterVendorID(), edram_rov_used_,
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provider->GetGraphicsAnalysis() != nullptr);
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if (edram_rov_used_) {
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depth_only_pixel_shader_ =
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