From 5abeee554f5aeacc9b854dfc02930bd12e15f28e Mon Sep 17 00:00:00 2001 From: baldurk Date: Thu, 13 Nov 2014 13:49:13 +0000 Subject: [PATCH] Generate generic input layout from correct VS bytecode --- renderdoc/driver/d3d11/d3d11_debug.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/renderdoc/driver/d3d11/d3d11_debug.cpp b/renderdoc/driver/d3d11/d3d11_debug.cpp index 8fac72ebd..311a45814 100644 --- a/renderdoc/driver/d3d11/d3d11_debug.cpp +++ b/renderdoc/driver/d3d11/d3d11_debug.cpp @@ -770,9 +770,9 @@ bool D3D11DebugManager::InitDebugRendering() vector bytecode; - m_DebugRender.GenericVS = MakeVShader(displayhlsl.c_str(), "RENDERDOC_DebugVS", "vs_4_0", 1, &inputDesc, &m_DebugRender.GenericLayout); + m_DebugRender.GenericVS = MakeVShader(displayhlsl.c_str(), "RENDERDOC_DebugVS", "vs_4_0"); m_DebugRender.TexDisplayPS = MakePShader(displayhlsl.c_str(), "RENDERDOC_TexDisplayPS", "ps_5_0"); - m_DebugRender.WireframeVS = MakeVShader(displayhlsl.c_str(), "RENDERDOC_WireframeVS", "vs_4_0"); + m_DebugRender.WireframeVS = MakeVShader(displayhlsl.c_str(), "RENDERDOC_WireframeVS", "vs_4_0", 1, &inputDesc, &m_DebugRender.GenericLayout); m_DebugRender.MeshVS = MakeVShader(displayhlsl.c_str(), "RENDERDOC_MeshVS", "vs_4_0", 0, NULL, NULL, &bytecode); m_DebugRender.MeshGS = MakeGShader(displayhlsl.c_str(), "RENDERDOC_MeshGS", "gs_4_0"); m_DebugRender.MeshPS = MakePShader(displayhlsl.c_str(), "RENDERDOC_MeshPS", "ps_4_0"); @@ -3605,7 +3605,7 @@ void D3D11DebugManager::RenderHighlightBox(float w, float h, float scale) m_pImmediateContext->RSSetState(m_DebugRender.RastState); m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP); - m_pImmediateContext->IASetInputLayout(m_DebugRender.GenericLayout); + m_pImmediateContext->IASetInputLayout(NULL); m_pImmediateContext->IASetVertexBuffers(0, 1, &m_DebugRender.OutlineStripVB, &stride, &offs); m_pImmediateContext->VSSetShader(m_DebugRender.GenericVS, NULL, 0); @@ -3664,6 +3664,7 @@ void D3D11DebugManager::RenderCheckerboard(Vec3f light, Vec3f dark) // can't just clear state because we need to keep things like render targets. { m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + m_pImmediateContext->IASetInputLayout(NULL); m_pImmediateContext->VSSetShader(m_DebugRender.GenericVS, NULL, 0); m_pImmediateContext->VSSetConstantBuffers(0, 1, &m_DebugRender.GenericVSCBuffer);