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Fix D3D12 shader edits not taking effect after applying#3772

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qwmnerbvqwmn wants to merge 1 commit intobaldurk:v1.xfrom
qwmnerbvqwmn:pr/fix-d3d12-shader-edit-apply
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Fix D3D12 shader edits not taking effect after applying#3772
qwmnerbvqwmn wants to merge 1 commit intobaldurk:v1.xfrom
qwmnerbvqwmn:pr/fix-d3d12-shader-edit-apply

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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.

@Zorro666 Zorro666 self-assigned this Jan 19, 2026
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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).

@qwmnerbvqwmn
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Thank you for this. I think this had already been fixed locally and was just pushed.谢谢。我觉得这个问题本地已经修复了,只是推送过来了。

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).请您使用 v1.x 的 HEAD 版本检查一下 D3D12 着色器编辑是否适用于您的用例(特别是此提交应该可以修复 d3d12 着色器编辑不起作用的问题)。

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.

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2 participants