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https://github.com/baldurk/renderdoc.git
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Generate generic input layout from correct VS bytecode
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@@ -770,9 +770,9 @@ bool D3D11DebugManager::InitDebugRendering()
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vector<byte> bytecode;
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m_DebugRender.GenericVS = MakeVShader(displayhlsl.c_str(), "RENDERDOC_DebugVS", "vs_4_0", 1, &inputDesc, &m_DebugRender.GenericLayout);
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m_DebugRender.GenericVS = MakeVShader(displayhlsl.c_str(), "RENDERDOC_DebugVS", "vs_4_0");
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m_DebugRender.TexDisplayPS = MakePShader(displayhlsl.c_str(), "RENDERDOC_TexDisplayPS", "ps_5_0");
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m_DebugRender.WireframeVS = MakeVShader(displayhlsl.c_str(), "RENDERDOC_WireframeVS", "vs_4_0");
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m_DebugRender.WireframeVS = MakeVShader(displayhlsl.c_str(), "RENDERDOC_WireframeVS", "vs_4_0", 1, &inputDesc, &m_DebugRender.GenericLayout);
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m_DebugRender.MeshVS = MakeVShader(displayhlsl.c_str(), "RENDERDOC_MeshVS", "vs_4_0", 0, NULL, NULL, &bytecode);
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m_DebugRender.MeshGS = MakeGShader(displayhlsl.c_str(), "RENDERDOC_MeshGS", "gs_4_0");
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m_DebugRender.MeshPS = MakePShader(displayhlsl.c_str(), "RENDERDOC_MeshPS", "ps_4_0");
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@@ -3605,7 +3605,7 @@ void D3D11DebugManager::RenderHighlightBox(float w, float h, float scale)
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m_pImmediateContext->RSSetState(m_DebugRender.RastState);
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m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP);
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m_pImmediateContext->IASetInputLayout(m_DebugRender.GenericLayout);
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m_pImmediateContext->IASetInputLayout(NULL);
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m_pImmediateContext->IASetVertexBuffers(0, 1, &m_DebugRender.OutlineStripVB, &stride, &offs);
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m_pImmediateContext->VSSetShader(m_DebugRender.GenericVS, NULL, 0);
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@@ -3664,6 +3664,7 @@ void D3D11DebugManager::RenderCheckerboard(Vec3f light, Vec3f dark)
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// can't just clear state because we need to keep things like render targets.
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{
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m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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m_pImmediateContext->IASetInputLayout(NULL);
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m_pImmediateContext->VSSetShader(m_DebugRender.GenericVS, NULL, 0);
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m_pImmediateContext->VSSetConstantBuffers(0, 1, &m_DebugRender.GenericVSCBuffer);
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