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* We can't rely on the driver's reflection, since name information might be stripped and the driver is within its rights to not reflect anything even if we have names. Similarly queries by names etc will not work. * Also we can't try to change bindings that are immutable on SPIR-V shaders - UBO/SSBO bindings, transform feedback varyings, attrib and fragdata locations. * Programs can't mix and match SPIR-V and GLSL, so when including our own shaders in the overlay program make sure they match what the user's shaders are. * For mesh output, we need to patch the SPIR-V if it's a SPIR-V shader instead of trying to use the GL XFB varyings set.