Don't bounds check bindset against spaces in D3D12

* In D3D12 bindset != space because spaces can be incredibly sparse and are
  arbitrary. So we can't check that the bindset is in 0...#spaces.
This commit is contained in:
baldurk
2019-10-23 19:42:07 +01:00
parent b8302beac1
commit 875e27d844
+1 -1
View File
@@ -926,7 +926,7 @@ BoundCBuffer PipeState::GetConstantBuffer(ShaderStage stage, uint32_t BufIdx, ui
if(space == -1)
return BoundCBuffer();
if(bind.bindset >= s.spaces.count() || bind.bind >= s.spaces[space].constantBuffers.count())
if(space >= s.spaces.count() || bind.bind >= s.spaces[space].constantBuffers.count())
return BoundCBuffer();
const D3D12Pipe::ConstantBuffer &descriptor = s.spaces[space].constantBuffers[bind.bind];