Fix crash reading D3D12 pipeline state from vulkan for compute selector

This commit is contained in:
baldurk
2021-11-17 13:07:12 +00:00
parent f068494218
commit 888676ecc7
3 changed files with 18 additions and 12 deletions
@@ -3194,9 +3194,10 @@ void D3D11PipelineStateViewer::on_computeDebugSelector_clicked()
if(!action)
return;
ShaderReflection *shaderDetails = m_Ctx.CurD3D11PipelineState()->computeShader.reflection;
const ShaderReflection *shaderDetails =
m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
const ShaderBindpointMapping &bindMapping =
m_Ctx.CurD3D11PipelineState()->computeShader.bindpointMapping;
m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
if(!shaderDetails)
return;
@@ -3212,9 +3213,10 @@ void D3D11PipelineStateViewer::computeDebugSelector_beginDebug(
if(!action)
return;
ShaderReflection *shaderDetails = m_Ctx.CurD3D12PipelineState()->computeShader.reflection;
const ShaderReflection *shaderDetails =
m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
const ShaderBindpointMapping &bindMapping =
m_Ctx.CurD3D12PipelineState()->computeShader.bindpointMapping;
m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
if(!shaderDetails)
return;
@@ -3401,9 +3401,10 @@ void D3D12PipelineStateViewer::on_computeDebugSelector_clicked()
if(!action)
return;
ShaderReflection *shaderDetails = m_Ctx.CurD3D12PipelineState()->computeShader.reflection;
const ShaderReflection *shaderDetails =
m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
const ShaderBindpointMapping &bindMapping =
m_Ctx.CurD3D12PipelineState()->computeShader.bindpointMapping;
m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
if(!shaderDetails)
return;
@@ -3419,9 +3420,10 @@ void D3D12PipelineStateViewer::computeDebugSelector_beginDebug(
if(!action)
return;
ShaderReflection *shaderDetails = m_Ctx.CurD3D12PipelineState()->computeShader.reflection;
const ShaderReflection *shaderDetails =
m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
const ShaderBindpointMapping &bindMapping =
m_Ctx.CurD3D12PipelineState()->computeShader.bindpointMapping;
m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
if(!shaderDetails)
return;
@@ -4756,9 +4756,10 @@ void VulkanPipelineStateViewer::on_computeDebugSelector_clicked()
if(!action)
return;
ShaderReflection *shaderDetails = m_Ctx.CurD3D12PipelineState()->computeShader.reflection;
const ShaderReflection *shaderDetails =
m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
const ShaderBindpointMapping &bindMapping =
m_Ctx.CurD3D12PipelineState()->computeShader.bindpointMapping;
m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
if(!shaderDetails)
return;
@@ -4774,9 +4775,10 @@ void VulkanPipelineStateViewer::computeDebugSelector_beginDebug(
if(!action)
return;
ShaderReflection *shaderDetails = m_Ctx.CurD3D12PipelineState()->computeShader.reflection;
const ShaderReflection *shaderDetails =
m_Ctx.CurPipelineState().GetShaderReflection(ShaderStage::Compute);
const ShaderBindpointMapping &bindMapping =
m_Ctx.CurD3D12PipelineState()->computeShader.bindpointMapping;
m_Ctx.CurPipelineState().GetBindpointMapping(ShaderStage::Compute);
if(!shaderDetails)
return;