Say I have a shader that uses 4 textures as input. For debugging purposes, I just want to check what's in the 4th texture, so I comment out the majority of the shader and just sample that one. I get all black, because apparently the shader has optimized that texture to slot t0 instead of t3 where i declared it.
I'm compiling with D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION, and yet this optimization still happens. Is there a way to disable it, for debug builds? It's not a problem I can't work around, but it's a nuisance.