D3D12 ExecuteIndirect remove asserts on VB and IB

When doing partial replay the data is not guaranteed to be read back into the indirect buffer
This commit is contained in:
Jake Turner
2024-01-29 15:57:00 +00:00
parent 20578f46a6
commit 9d2fe84d69
-2
View File
@@ -125,7 +125,6 @@ void D3D12RenderState::ResolvePendingIndirectState(WrappedID3D12Device *device)
device->GetResIDFromOrigAddr(va, id, offs);
ID3D12Resource *res = GetResourceManager()->GetLiveAs<ID3D12Resource>(id);
RDCASSERT(res);
if(arg.VertexBuffer.Slot >= vbuffers.size())
vbuffers.resize(arg.VertexBuffer.Slot + 1);
@@ -147,7 +146,6 @@ void D3D12RenderState::ResolvePendingIndirectState(WrappedID3D12Device *device)
device->GetResIDFromOrigAddr(ib->BufferLocation, id, offs);
ID3D12Resource *res = GetResourceManager()->GetLiveAs<ID3D12Resource>(id);
RDCASSERT(res);
ibuffer.buf = GetResID(res);
ibuffer.offs = offs;