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* Previously MRT draws were reduced to a single RT with the pixel history color target bound, which meant shader output was always showing the results for RT0 rather than the target requested. * Shader-out and post-mod passes of the per fragment callback have been changed to keep all RTs bound and replace the history target into the correct slot. The RenderTargetWriteMask is used to mask out all writes to everything but the history target. * The pixel history fixed color write shader has been changed to provide 8 variations, each of which writes to only one of the possible RTs. This prevents the other targets from being polluted by unintended writes and fixes the validation warnings about shaders writing to RTs that will not be bound. * Unused render target index was removed from the occlusion callback.