Don't run shader feedback if there's no root signature bound

This commit is contained in:
baldurk
2021-07-21 14:17:15 +01:00
parent d6e51d0fb6
commit 121c1ce067
@@ -328,6 +328,10 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
if(result.compute)
{
ID3D12RootSignature *sig = rm->GetCurrentAs<ID3D12RootSignature>(rs.compute.rootsig);
if(!sig)
return;
modsig = ((WrappedID3D12RootSignature *)sig)->sig;
space = modsig.maxSpaceIndex;
@@ -337,6 +341,10 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
else
{
ID3D12RootSignature *sig = rm->GetCurrentAs<ID3D12RootSignature>(rs.graphics.rootsig);
if(!sig)
return;
modsig = ((WrappedID3D12RootSignature *)sig)->sig;
space = modsig.maxSpaceIndex;