Fix size clamp being backwards for D3D12 index buffers

This commit is contained in:
baldurk
2020-07-21 19:57:09 +01:00
parent 109d5e90a9
commit 56f1b8c4e8
@@ -1412,7 +1412,10 @@ void D3D12PipelineStateViewer::setState()
node->setTag(QVariant::fromValue(
D3D12VBIBTag(state.inputAssembly.indexBuffer.resourceId,
state.inputAssembly.indexBuffer.byteOffset + drawOffset,
qMin(state.inputAssembly.indexBuffer.byteSize - drawOffset, 0U), iformat)));
drawOffset > state.inputAssembly.indexBuffer.byteSize
? 0
: state.inputAssembly.indexBuffer.byteSize - drawOffset,
iformat)));
for(const D3D12Pipe::ResourceData &res : m_Ctx.CurD3D12PipelineState()->resourceStates)
{
@@ -1460,7 +1463,10 @@ void D3D12PipelineStateViewer::setState()
node->setTag(QVariant::fromValue(
D3D12VBIBTag(state.inputAssembly.indexBuffer.resourceId,
state.inputAssembly.indexBuffer.byteOffset + drawOffset,
qMin(state.inputAssembly.indexBuffer.byteSize - drawOffset, 0U), iformat)));
drawOffset > state.inputAssembly.indexBuffer.byteSize
? 0
: state.inputAssembly.indexBuffer.byteSize - drawOffset,
iformat)));
for(const D3D12Pipe::ResourceData &res : m_Ctx.CurD3D12PipelineState()->resourceStates)
{