Don't give patched entry point a debug name, as it breaks amdvlk

This commit is contained in:
baldurk
2018-01-24 17:12:23 +00:00
parent 158dff0287
commit 7636d370f4
+3 -3
View File
@@ -623,9 +623,9 @@ static void ConvertToMeshOutputCompute(const ShaderReflection &refl, const SPIRV
// make a new entry point that will call the old function, then when it returns extract & write
// the outputs.
SPIRVId wrapperEntry = editor.MakeId();
// we set a debug name, but we don't rename the actual entry point since the API needs to hook up
// to it the same way.
editor.SetName(wrapperEntry, "RenderDoc_MeshFetch_Wrapper_Entrypoint");
// don't set a debug name, as some drivers get confused when this doesn't match the entry point
// name :(.
// editor.SetName(wrapperEntry, "RenderDoc_MeshFetch_Wrapper_Entrypoint");
// we remove all entry points and just create one of our own.
SPIRVIterator it = editor.BeginEntries();