Update key before looking up bindless slot lookup on D3D12

This commit is contained in:
baldurk
2021-08-18 19:58:03 +01:00
parent 3d168b3836
commit aa26252a77
@@ -567,12 +567,12 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
{
if(visMask & (1 << st))
{
// the feedback entries start here
auto slotIt = slots[st].lower_bound(curKey);
curIdentifier.descIndex = 0;
curKey.bind.bind = range.BaseShaderRegister;
// the feedback entries start here
auto slotIt = slots[st].lower_bound(curKey);
// iterate over the declared range. This could be unbounded, so we might exit
// another way
for(uint32_t i = 0; i < num; i++)