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BloodknightStudios | PRO | 09/05/16 10:55:18 PM UTC | 0 ⭐ | 477 👁️ | Never ⏰ | []
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 	d3d9.dll!CVShaderValidator30::Rule_ValidSrcParams(void)	Unknown 	d3d9.dll!CVShaderValidator30::ApplyPerInstructionRules(void)	Unknown 	d3d9.dll!CBaseShaderValidator::Instruction(char const *,unsigned int,unsigned long const *,unsigned int)	Unknown 	d3d9.dll!CDirect3DShaderValidator9::Instruction(char const *,unsigned int,unsigned long const *,unsigned int)	Unknown 	D3DCompiler_43.dll!CShaderProgram::ValidateInst(void)	Unknown 	D3DCompiler_43.dll!CShaderProgram::EmitInstComplex(unsigned int,class CArgument * *,unsigned int,class CArgument * *,class CArgument * *,class CArgument * *,unsigned int,unsigned int,unsigned int,unsigned int,bool)	Unknown 	D3DCompiler_43.dll!CShaderProgram::EmitInstSimple(unsigned int,bool)	Unknown 	D3DCompiler_43.dll!C30Program::EmitInstructions(void)	Unknown 	D3DCompiler_43.dll!CShaderProgram::GenerateCode(struct ID3D10Blob * *)	Unknown 	D3DCompiler_43.dll!CCompiler::EmitAndGenerateCode(struct ArParseResult *,char const *,class ArSymbolFunction *,class CNode const *,class CNode const *,unsigned int,struct ID3D10Blob * *)	Unknown 	D3DCompiler_43.dll!CCompiler::CompileInternal(class CPreProcessor *,struct ArParseResult *,char const *,class ArSymbolFunction *,class CNode const *,class CNode const *,bool,char const *,unsigned long,struct ID3D10Blob * *)	Unknown 	D3DCompiler_43.dll!D3DCompile()	Unknown 	D3DX9_43.dll!D3DXCompileShader()	Unknown>	addglm_OPTIMIZEDDEBUG.exe!GFXD3D9Shader::_compileShader(const Torque::Path & filePath, const String & target, const _D3DXMACRO * defines, GenericConstBufferLayout * bufferLayoutF, GenericConstBufferLayout * bufferLayoutI, Vector<GFXShaderConstDesc> & samplerDescriptions) Line 908	C++ 	addglm_OPTIMIZEDDEBUG.exe!GFXD3D9Shader::_init() Line 772	C++ 	addglm_OPTIMIZEDDEBUG.exe!GFXShader::init(const Torque::Path & vertFile, const Torque::Path & pixFile, float pixVersion, const Vector<GFXShaderMacro> & macros, const Vector<String> & samplerNames, GFXVertexFormat * instanceFormat) Line 88	C++ 	addglm_OPTIMIZEDDEBUG.exe!ShaderData::_createShader(const Vector<GFXShaderMacro> & macros) Line 241	C++ 	addglm_OPTIMIZEDDEBUG.exe!ShaderData::getShader(const Vector<GFXShaderMacro> & macros) Line 206	C++ 	addglm_OPTIMIZEDDEBUG.exe!ProcessedCustomMaterial::init(const FeatureSet & features, const GFXVertexFormat * vertexFormat, const fastdelegate::FastDelegate<void __cdecl(ProcessedMaterial *,unsigned int,MaterialFeatureData &,FeatureSet const &)> & featuresDelegate) Line 240	C++ 	addglm_OPTIMIZEDDEBUG.exe!MatInstance::processMaterial() Line 372	C++ 	addglm_OPTIMIZEDDEBUG.exe!MatInstance::init(const FeatureSet & features, const GFXVertexFormat * vertexFormat) Line 288	C++ 	addglm_OPTIMIZEDDEBUG.exe!WaterObject::initMaterial(int idx) Line 1146	C++ 	addglm_OPTIMIZEDDEBUG.exe!WaterPlane::innerRender(SceneRenderState * state) Line 767	C++ 	addglm_OPTIMIZEDDEBUG.exe!WaterObject::renderObject(ObjectRenderInst * ri, SceneRenderState * state, BaseMatInstance * overrideMat) Line 747	C++ 	addglm_OPTIMIZEDDEBUG.exe!RenderObjectMgr::render(SceneRenderState * state) Line 75	C++ 	addglm_OPTIMIZEDDEBUG.exe!RenderPassManager::render(SceneRenderState * state) Line 253	C++ 	addglm_OPTIMIZEDDEBUG.exe!RenderPassManager::renderPass(SceneRenderState * state) Line 270	C++ 	addglm_OPTIMIZEDDEBUG.exe!SceneManager::_renderScene(SceneRenderState * state, unsigned int objectMask, SceneZoneSpace * baseObject, unsigned int baseZone) Line 465	C++ 	addglm_OPTIMIZEDDEBUG.exe!SceneManager::renderSceneNoLights(SceneRenderState * renderState, unsigned int objectMask, SceneZoneSpace * baseObject, unsigned int baseZone) Line 336	C++ 	addglm_OPTIMIZEDDEBUG.exe!SceneManager::renderScene(SceneRenderState * renderState, unsigned int objectMask, SceneZoneSpace * baseObject, unsigned int baseZone) Line 300	C++ 	addglm_OPTIMIZEDDEBUG.exe!SceneManager::renderScene(ScenePassType passType, unsigned int objectMask) Line 181	C++ 	addglm_OPTIMIZEDDEBUG.exe!GameRenderWorld() Line 428	C++ 	addglm_OPTIMIZEDDEBUG.exe!GuiTSCtrl::onRender(Point2I offset, const RectI & updateRect) Line 569	C++ 	addglm_OPTIMIZEDDEBUG.exe!GameTSCtrl::onRender(Point2I offset, const RectI & updateRect) Line 171	C++ 	addglm_OPTIMIZEDDEBUG.exe!GuiCanvas::renderFrame(bool preRenderOnly, bool bufferSwap) Line 1849	C++ 	addglm_OPTIMIZEDDEBUG.exe!Signal<void __cdecl(unsigned int)>::trigger(unsigned int a) Line 669	C++ 	addglm_OPTIMIZEDDEBUG.exe!Journal::Call<Signal<void __cdecl(unsigned int)>,unsigned int>(Signal<void __cdecl(unsigned int)> * obj, void(Signal<void __cdecl(unsigned int)>::*)(unsigned int) method, unsigned int a) Line 634	C++ 	addglm_OPTIMIZEDDEBUG.exe!Signal<void __cdecl(void)>::trigger() Line 651	C++ 	addglm_OPTIMIZEDDEBUG.exe!Process::processEvents() Line 101	C++ 	addglm_OPTIMIZEDDEBUG.exe!StandardMainLoop::doMainLoop() Line 625	C++ 	addglm_OPTIMIZEDDEBUG.exe!TorqueMain(int argc, const char * * argv) Line 315	C++ 	addglm_OPTIMIZEDDEBUG.exe!run(int argc, const char * * argv) Line 337	C++ 	addglm_OPTIMIZEDDEBUG.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * __formal, char * lpszCmdLine, int __formal) Line 395	C++ 	[External Code]

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    01/01/70 12:00:00 AM UTC
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