diff --git a/renderdoc/driver/d3d11/d3d11_overlay.cpp b/renderdoc/driver/d3d11/d3d11_overlay.cpp index 73c8c671b..5fce308eb 100644 --- a/renderdoc/driver/d3d11/d3d11_overlay.cpp +++ b/renderdoc/driver/d3d11/d3d11_overlay.cpp @@ -1313,8 +1313,8 @@ ResourceId D3D11Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De float clearColour[] = {0.0f, 0.0f, 0.0f, 0.0f}; m_pImmediateContext->ClearRenderTargetView(rtv, clearColour); - ID3D11Buffer *prevCB[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] = {0}; - m_pImmediateContext->PSGetConstantBuffers(0, 1, prevCB); + ID3D11Buffer *prevCB = NULL; + m_pImmediateContext->PSGetConstantBuffers(0, 1, &prevCB); ID3D11PixelShader *prevPS = NULL; ID3D11ClassInstance *prevClassInstances[D3D11_SHADER_MAX_INTERFACES] = {0}; UINT prevNumClassInstances = 0; @@ -1526,9 +1526,10 @@ ResourceId D3D11Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De } } - m_pImmediateContext->PSSetConstantBuffers(0, 1, prevCB); + m_pImmediateContext->PSSetConstantBuffers(0, 1, &prevCB); m_pImmediateContext->PSSetShader(prevPS, prevClassInstances, prevNumClassInstances); m_pImmediateContext->RSSetState(prevrs); + SAFE_RELEASE(prevCB); d = dsDesc; d.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;