Set the right render target slot when fetching shader output value

This commit is contained in:
baldurk
2014-09-12 19:17:39 +01:00
parent a854fbcc5a
commit 035570d054
+3 -1
View File
@@ -4556,7 +4556,9 @@ vector<PixelModification> D3D11DebugManager::PixelHistory(uint32_t frameID, vect
// fetch shader output value
{
m_pImmediateContext->OMSetRenderTargets(1, &shadOutputRTV, shadOutputDSV);
ID3D11RenderTargetView *sparseRTVs[8] = { 0 };
sparseRTVs[rtIndex] = shadOutputRTV;
m_pImmediateContext->OMSetRenderTargets(rtIndex+1, sparseRTVs, shadOutputDSV);
m_WrappedDevice->ReplayLog(frameID, 0, history[h].eventID, eReplay_OnlyDraw);