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* This is a stupid requirement as the quad overdraw shader doesn't use any interpolators, but the D3D12 runtime complains and refuses to create a PSO unless the PS has a matching signature. This works as long as the position was the first output from the previous stage, but if it isn't the PSO fails to create. * To fix this, we take the existing shader and patch it by grafting the output signature from the last stage over onto the input signature, and patching up where the position is.