From ab7016e1429d00abdfea256dfafb7f61b703c866 Mon Sep 17 00:00:00 2001 From: Jake Turner Date: Fri, 12 Dec 2025 11:51:50 +1300 Subject: [PATCH] D3D12 DXIL Debugger pure quad scope fixes Initialise global SV_GroupID builtin Resize containers to correct number of threads --- renderdoc/driver/d3d12/d3d12_shaderdebug.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/renderdoc/driver/d3d12/d3d12_shaderdebug.cpp b/renderdoc/driver/d3d12/d3d12_shaderdebug.cpp index 8e3621a7c..3c59caec5 100644 --- a/renderdoc/driver/d3d12/d3d12_shaderdebug.cpp +++ b/renderdoc/driver/d3d12/d3d12_shaderdebug.cpp @@ -3970,6 +3970,13 @@ ShaderDebugTrace *D3D12Replay::DebugThread(uint32_t eventId, } else if(hasQuadScope) { + workgroupProperties.resize(numThreads); + threadsBuiltins.resize(numThreads); + + // SV_GroupID + globalBuiltins[ShaderBuiltin::GroupIndex] = + ShaderVariable(rdcstr(), groupid[0], groupid[1], groupid[2], 0U); + // need to simulate the whole quad, do not readback from the GPU like we do with subgroups // the quad is guaranteed to be in the same subgroup // We lay things out in linear or quad order