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https://github.com/baldurk/renderdoc.git
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Don't try to patch output signature elements that are exploded arrays
* We only want to patch it once, for the original array.
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@@ -4104,7 +4104,7 @@ void AddSignatureParameter(bool isInput, ShaderStage stage, uint32_t id, uint32_
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sig.regIndex += RDCMAX(1U, type->matrixSize);
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if(isArray)
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patch.accessChain.back()++;
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patch.ID = patch.structID = 0;
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}
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}
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@@ -1247,7 +1247,7 @@ static void AddXFBAnnotations(const ShaderReflection &refl, const SPIRVPatchData
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spv::OpMemberDecorate,
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{outpatch[i].structID, outpatch[i].accessChain.back(), spv::DecorationOffset, xfbStride}));
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}
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else
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else if(outpatch[i].ID)
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{
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editor.AddDecoration(SPIRVOperation(
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spv::OpDecorate, {outpatch[i].ID, (uint32_t)spv::DecorationOffset, xfbStride}));
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@@ -1265,7 +1265,7 @@ static void AddXFBAnnotations(const ShaderReflection &refl, const SPIRVPatchData
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for(size_t i = 0; i < outpatch.size(); i++)
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{
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if(vars.find(outpatch[i].ID) == vars.end())
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if(outpatch[i].ID && vars.find(outpatch[i].ID) == vars.end())
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{
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editor.AddDecoration(
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SPIRVOperation(spv::OpDecorate, {outpatch[i].ID, (uint32_t)spv::DecorationXfbBuffer, 0}));
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