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Don't give patched entry point a debug name, as it breaks amdvlk
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@@ -623,9 +623,9 @@ static void ConvertToMeshOutputCompute(const ShaderReflection &refl, const SPIRV
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// make a new entry point that will call the old function, then when it returns extract & write
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// the outputs.
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SPIRVId wrapperEntry = editor.MakeId();
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// we set a debug name, but we don't rename the actual entry point since the API needs to hook up
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// to it the same way.
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editor.SetName(wrapperEntry, "RenderDoc_MeshFetch_Wrapper_Entrypoint");
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// don't set a debug name, as some drivers get confused when this doesn't match the entry point
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// name :(.
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// editor.SetName(wrapperEntry, "RenderDoc_MeshFetch_Wrapper_Entrypoint");
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// we remove all entry points and just create one of our own.
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SPIRVIterator it = editor.BeginEntries();
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