Don't try to reflect non-existant tessellation/geometry shaders

This commit is contained in:
baldurk
2019-01-24 13:21:21 +00:00
parent 4bded8be29
commit bbaff6f575
+2 -2
View File
@@ -182,11 +182,11 @@ void GLReplay::InitPostVSBuffers(uint32_t eventId)
vsRefl = GetShader(progDetails.stageShaders[0], ShaderEntryPoint());
vsProg = m_pDriver->m_Shaders[progDetails.stageShaders[0]].prog;
}
else if(i == 2)
else if(i == 2 && progDetails.stageShaders[2] != ResourceId())
{
tesRefl = GetShader(progDetails.stageShaders[2], ShaderEntryPoint());
}
else if(i == 3)
else if(i == 3 && progDetails.stageShaders[3] != ResourceId())
{
gsRefl = GetShader(progDetails.stageShaders[3], ShaderEntryPoint());
}