Avoid crash if no pipeline is bound for D3D12 shader feedback

This commit is contained in:
baldurk
2021-08-25 14:01:12 +01:00
parent 3f2f74bba4
commit 3bb4e8c22c
@@ -302,6 +302,12 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
(WrappedID3D12PipelineState *)rm->GetCurrentAs<ID3D12PipelineState>(rs.pipe);
D3D12RootSignature modsig;
if(!pipe)
{
RDCERR("Can't fetch shader feedback, no pipeline state bound");
return;
}
bytebuf editedBlob[5];
D3D12_EXPANDED_PIPELINE_STATE_STREAM_DESC pipeDesc;