Restore D3D11 context bindings before fetching global state

* Otherwise the UAV data fetched is from our internal UAVs used for snooping and
  fetching interpolated data.
This commit is contained in:
baldurk
2019-06-28 23:55:42 +01:00
parent bfe13573ed
commit 10f83298be
3 changed files with 4 additions and 2 deletions
+1 -1
View File
@@ -466,7 +466,7 @@ bool D3D11RenderState::PredicationWouldPass()
return PredicateValue != data;
}
void D3D11RenderState::ApplyState(WrappedID3D11DeviceContext *context)
void D3D11RenderState::ApplyState(WrappedID3D11DeviceContext *context) const
{
context->ClearState();
+1 -1
View File
@@ -51,7 +51,7 @@ struct D3D11RenderState
void CopyState(const D3D11RenderState &other);
void ApplyState(WrappedID3D11DeviceContext *context);
void ApplyState(WrappedID3D11DeviceContext *context) const;
void Clear();
///////////////////////////////////////////////////////////////////////////////
@@ -2028,6 +2028,8 @@ void ExtractInputsPS(PSInput IN, float4 debug_pixelPos : SV_Position, uint prim
ShaderDebugTrace traces[4];
tracker.State().ApplyState(m_pImmediateContext);
GlobalState global;
GetDebugManager()->CreateShaderGlobalState(global, dxbc, rs->OM.UAVStartSlot, rs->OM.UAVs,
rs->PS.SRVs);