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Smaller DX/Common defects, verified #173
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area: renderingRenderer, shaders, post processingRenderer, shaders, post processingbackend: dx11Specific to the dx11 backendSpecific to the dx11 backendbackend: dx12Specific to the dx12 backendSpecific to the dx12 backendbugSomething isn't workingSomething isn't workingpriority: lowNice to haveNice to have
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area: renderingRenderer, shaders, post processingRenderer, shaders, post processingbackend: dx11Specific to the dx11 backendSpecific to the dx11 backendbackend: dx12Specific to the dx12 backendSpecific to the dx12 backendbugSomething isn't workingSomething isn't workingpriority: lowNice to haveNice to have
AddRefleak:src/Graphics/DirectX11/DirectX11Shader.cpp:112.DirectX11Renderer.cpp:72)which is why DX12 state bugs like Wire shadow filter quality to the quality tiers #35/Point light shadows #36 went undetected. DX12 adapter selection is also dead code.
pendingStatedropped:src/Graphics/Common/RenderCommandQueue.cpp:176: the last queuedstate change never applies.
DrawIndexedCommandappliesstartIndexLocationto the vertex buffer, whilebaseVertexLocationisdead.
Severity: minor individually; the missing DX12 debug layer is the reason the two corruption-class DX12
bugs above survived.
Found by a full audit of the graphics layer. Assessed severity: minor: cluster.