Fix D3D12 shader edits not taking effect after applying#3772
Fix D3D12 shader edits not taking effect after applying#3772qwmnerbvqwmn wants to merge 1 commit intobaldurk:v1.xfrom
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Zorro666
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Thank you for this. I think this had already been fixed locally and was just pushed.
Can you check if D3D12 shader edits work for your use case using the HEAD of v1.x (in particular this commit ee3b8cf should fix d3d12 shader editing not working).
Okay, I have confirmed that the head version of v1. has fixed this issue, and this PR is no longer necessary, so I'm closing this. |
Description
This PR fixes a bug in the D3D12 replay driver where shader modifications (replacements) would not be correctly applied after editing.
In
D3D12Replay::RefreshDerivedReplacements, the logic for identifying original pipelines from the capture was incorrect, causing it to skip the necessary refresh of pipelines that depend on modified shaders. This change ensures the original ResourceId is correctly unmasked and used to identify which pipelines need to be updated.