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Hello,
I have a render pass which consists of 4 subpasses (implementation of order independent transparency), 2 of these subpasses reads from the other two subpass color attachments as input attachments.
Now, I want to debug the shader of one of these subpass that has two input attachments. The problem is that the displayed values in the shader do not reflect what the input attachment actually contains (texture viewer shows correct values though).
Steps to reproduce
In provided capture, select any draw event in color pass UI is not high-DPI aware #2, preferably near end of pass, e.g. event 666
In texture viewer, show output color attachment
Select any pixel (right click) in drawing zone, e.g. 560;449
Show history (first issue: history is showing input/output pixel values as 'Unavailable')
Debug pixel of any event related to a draw command, e.g. EIG 616
In shader debugging, press Run forwards
In high level variables, b0 = (0, 0, 0, 0), but should be (4.52353, 0.71981, 0.41018, 0.16476) (can be checked in texture viewer)
This was caused by the pixel-relative co-ordinates not being properly transformed, so it was reading from 0,0 in the source texture. That commit should fix it.
Description
Hello,
I have a render pass which consists of 4 subpasses (implementation of order independent transparency), 2 of these subpasses reads from the other two subpass color attachments as input attachments.
Now, I want to debug the shader of one of these subpass that has two input attachments. The problem is that the displayed values in the shader do not reflect what the input attachment actually contains (texture viewer shows correct values though).
Steps to reproduce
b0 = (0, 0, 0, 0)
, but should be(4.52353, 0.71981, 0.41018, 0.16476)
(can be checked in texture viewer)Capture file:
DebugInputAttachment.zip
Environment
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