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4 changes: 0 additions & 4 deletions drivers/d3d12/rendering_shader_container_d3d12.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -313,10 +313,6 @@ bool RenderingShaderContainerD3D12::_convert_spirv_to_nir(Span<ReflectShaderStag

ERR_FAIL_NULL_V_MSG(shader, false, "Shader translation (step 1) at stage " + String(RenderingDeviceCommons::SHADER_STAGE_NAMES[stage]) + " failed.");

#ifdef DEV_ENABLED
nir_validate_shader(shader, "Validate before feeding NIR to the DXIL compiler");
#endif

if (stage == RenderingDeviceCommons::SHADER_STAGE_VERTEX) {
dxil_runtime_conf.yz_flip.y_mask = 0xffff;
dxil_runtime_conf.yz_flip.mode = DXIL_SPIRV_Y_FLIP_UNCONDITIONAL;
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2 changes: 1 addition & 1 deletion misc/scripts/install_d3d12_sdk_windows.py
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@

# Mesa NIR
# Check for latest version: https://github.com/godotengine/godot-nir-static/releases/latest
mesa_version = "23.1.9-1"
mesa_version = "23.1.9-2"
# WinPixEventRuntime
# Check for latest version: https://www.nuget.org/api/v2/package/WinPixEventRuntime (check downloaded filename)
pix_version = "1.0.240308001"
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