mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-08-04 05:41:06 +00:00
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:
@@ -466,7 +466,7 @@ bool D3D11RenderState::PredicationWouldPass()
|
||||
return PredicateValue != data;
|
||||
}
|
||||
|
||||
void D3D11RenderState::ApplyState(WrappedID3D11DeviceContext *context)
|
||||
void D3D11RenderState::ApplyState(WrappedID3D11DeviceContext *context) const
|
||||
{
|
||||
context->ClearState();
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user