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https://github.com/baldurk/renderdoc.git
synced 2026-05-15 06:20:41 +00:00
Only try to fetch embedded implicit root signature from ShaderEntrys
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@@ -490,8 +490,6 @@ bool WrappedID3D12Device::Serialise_CreateGraphicsPipelineState(
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wrapped->graphics = new D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC(Descriptor);
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wrapped->FetchRootSig(GetShaderCache());
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D3D12_SHADER_BYTECODE *shaders[] = {
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&wrapped->graphics->VS, &wrapped->graphics->HS, &wrapped->graphics->DS,
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&wrapped->graphics->GS, &wrapped->graphics->PS,
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@@ -524,6 +522,8 @@ bool WrappedID3D12Device::Serialise_CreateGraphicsPipelineState(
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}
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}
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wrapped->FetchRootSig(GetShaderCache());
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if(wrapped->graphics->InputLayout.NumElements)
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{
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wrapped->graphics->InputLayout.pInputElementDescs =
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@@ -639,8 +639,6 @@ void WrappedID3D12Device::ProcessCreatedGraphicsPSO(ID3D12PipelineState *real,
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wrapped->graphics = new D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC(*pDesc);
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wrapped->FetchRootSig(GetShaderCache());
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D3D12_SHADER_BYTECODE *shaders[] = {
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&wrapped->graphics->VS, &wrapped->graphics->HS, &wrapped->graphics->DS,
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&wrapped->graphics->GS, &wrapped->graphics->PS, &wrapped->graphics->AS,
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@@ -664,6 +662,8 @@ void WrappedID3D12Device::ProcessCreatedGraphicsPSO(ID3D12PipelineState *real,
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}
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}
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wrapped->FetchRootSig(GetShaderCache());
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if(wrapped->graphics->InputLayout.NumElements)
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{
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wrapped->graphics->InputLayout.pInputElementDescs =
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@@ -782,11 +782,11 @@ bool WrappedID3D12Device::Serialise_CreateComputePipelineState(
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wrapped->compute = new D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC(Descriptor);
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wrapped->FetchRootSig(GetShaderCache());
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WrappedID3D12Shader *entry = WrappedID3D12Shader::AddShader(wrapped->compute->CS, this);
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entry->AddRef();
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wrapped->FetchRootSig(GetShaderCache());
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if(m_GlobalEXTUAV != ~0U)
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entry->SetShaderExtSlot(m_GlobalEXTUAV, m_GlobalEXTUAVSpace);
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@@ -866,11 +866,11 @@ void WrappedID3D12Device::ProcessCreatedComputePSO(ID3D12PipelineState *real, ui
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wrapped->compute = new D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC(*pDesc);
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wrapped->FetchRootSig(GetShaderCache());
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WrappedID3D12Shader *sh = WrappedID3D12Shader::AddShader(wrapped->compute->CS, this);
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sh->AddRef();
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wrapped->compute->CS.pShaderBytecode = sh;
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wrapped->FetchRootSig(GetShaderCache());
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}
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*ppPipelineState = (ID3D12PipelineState *)wrapped;
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