Files
renderdoc/util
Steve Karolewics dfbe7fb6bf Remove primitive ID usage from pixel shader debugging when invalid
SV_PrimitiveID is only valid as a pixel shader input if there's either
no geometry shader, or the geometry shader emits SV_PrimitiveID. With
D3D11, the debug layer will complain but rendering will proceed. With
D3D12, the PSO fails to compile. For both APIs, pixel shader debugging
now checks whether this is true, and disables its usage if it isn't.
Added tests for various valid scenarios with SV_PrimitiveID.
2020-02-20 19:06:22 +00:00
..
2020-01-06 16:20:45 +00:00
2020-01-06 16:20:44 +00:00
2020-01-06 16:29:23 +00:00