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Make sure Fullscreen VS is also created in capturing program
* This shader is necessary for the MSAA-to-array copying functionality used, and without it we bind a NULL vertex shader and can end up with driver crashes.
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@@ -766,13 +766,15 @@ bool D3D11DebugManager::InitDebugRendering()
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m_DebugRender.FloatCopyArrayToMSPS = MakePShader(multisamplehlsl.c_str(), "RENDERDOC_FloatCopyArrayToMS", "ps_5_0");
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m_DebugRender.DepthCopyMSToArrayPS = MakePShader(multisamplehlsl.c_str(), "RENDERDOC_DepthCopyMSToArray", "ps_5_0");
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m_DebugRender.DepthCopyArrayToMSPS = MakePShader(multisamplehlsl.c_str(), "RENDERDOC_DepthCopyArrayToMS", "ps_5_0");
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string displayhlsl = GetEmbeddedResource(debugcbuffers_h);
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displayhlsl += GetEmbeddedResource(debugcommon_hlsl);
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displayhlsl += GetEmbeddedResource(debugdisplay_hlsl);
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m_DebugRender.FullscreenVS = MakeVShader(displayhlsl.c_str(), "RENDERDOC_FullscreenVS", "vs_4_0");
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if(RenderDoc::Inst().IsReplayApp())
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{
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string displayhlsl = GetEmbeddedResource(debugcbuffers_h);
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displayhlsl += GetEmbeddedResource(debugcommon_hlsl);
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displayhlsl += GetEmbeddedResource(debugdisplay_hlsl);
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D3D11_INPUT_ELEMENT_DESC inputDesc;
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inputDesc.SemanticName = "POSITION";
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@@ -821,7 +823,6 @@ bool D3D11DebugManager::InitDebugRendering()
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memcpy(m_DebugRender.MeshHomogVSBytecode, &bytecode[0], bytecode.size());
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m_DebugRender.WireframePS = MakePShader(displayhlsl.c_str(), "RENDERDOC_WireframePS", "ps_4_0");
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m_DebugRender.FullscreenVS = MakeVShader(displayhlsl.c_str(), "RENDERDOC_FullscreenVS", "vs_4_0");
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m_DebugRender.OverlayPS = MakePShader(displayhlsl.c_str(), "RENDERDOC_OverlayPS", "ps_4_0");
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m_DebugRender.CheckerboardPS = MakePShader(displayhlsl.c_str(), "RENDERDOC_CheckerboardPS", "ps_4_0");
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