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* When debugging a pixel or doing quad overdraw we replace the pixel shader and patch in our own UAV. Previously we were moving other UAVs out of the way that were visible to the pixel shader, but this fails if a UAV is visible to all stages and used in a vertex stage. * Now instead for pixel shader inputs we pick a free space and use it. For quad overdraw we pick an arbitrary high space to hopefully use the precompiled shader, and if it's somehow not free we recompile the shader with a free space.