Fix loop count for freeing UAvs

This commit is contained in:
baldurk
2015-07-06 17:14:16 +02:00
parent 1134988665
commit 6bb8ebee32
+2 -4
View File
@@ -3416,10 +3416,9 @@ void D3D11DebugManager::PixelHistoryCopyPixel(CopyPixelParams &p, uint32_t x, ui
numUAVs-UAVStartSlot, prevUAVs, initCounts);
for(int i=0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
SAFE_RELEASE(prevRTVs[i]);
for(int i=0; i < D3D11_1_UAV_SLOT_COUNT; i++)
SAFE_RELEASE(prevUAVs[i]);
}
SAFE_RELEASE(prevDSV);
SAFE_RELEASE(curCS);
@@ -4358,10 +4357,9 @@ vector<PixelModification> D3D11DebugManager::PixelHistory(uint32_t frameID, vect
numUAVs-UAVStartSlot, prevUAVs, initCounts);
for(int i=0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
SAFE_RELEASE(prevRTVs[i]);
for(int i=0; i < D3D11_1_UAV_SLOT_COUNT; i++)
SAFE_RELEASE(prevUAVs[i]);
}
SAFE_RELEASE(prevDSV);
PixelHistoryCopyPixel(params, storex*pixstoreStride + 2, storey);