From d278bbe538d2bcafe21e89889d37a26b148be1d9 Mon Sep 17 00:00:00 2001 From: Jeff Noyle Date: Fri, 23 Jun 2023 13:21:26 -0700 Subject: [PATCH] WinPIX: Shader debug should use UAV 0 always (#5315) Recent small regression: the WinPIX shader debug pass should always write to UAV 0 (that's the only one that's correctly setup by WinPIX). --- lib/DxilPIXPasses/DxilDebugInstrumentation.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/lib/DxilPIXPasses/DxilDebugInstrumentation.cpp b/lib/DxilPIXPasses/DxilDebugInstrumentation.cpp index 0cf7fa44c4..b909182f5d 100644 --- a/lib/DxilPIXPasses/DxilDebugInstrumentation.cpp +++ b/lib/DxilPIXPasses/DxilDebugInstrumentation.cpp @@ -1043,7 +1043,7 @@ bool DxilDebugInstrumentation::RunOnFunction( auto &values = m_FunctionToValues[BC.Builder.GetInsertBlock()->getParent()]; values.UAVHandle = PIXPassHelpers::CreateUAV( - DM, Builder, static_cast(m_FunctionToValues.size()), + DM, Builder, 0, "PIX_DebugUAV_Handle"); values.CounterOffset = BC.HlslOP->GetU32Const(UAVDumpingGroundOffset() + CounterOffsetBeyondUsefulData);