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Only consider stream-out active on D3D if there are buffers bound
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@@ -1889,7 +1889,16 @@ void D3D11PipelineStateViewer::setState()
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}
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else
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{
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bool streamOutActive = !state.streamOut.outputs.isEmpty();
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bool streamOutActive = false;
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for(const D3D11Pipe::StreamOutBind &o : state.streamOut.outputs)
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{
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if(o.resourceId != ResourceId())
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{
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streamOutActive = true;
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break;
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}
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}
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if(state.geometryShader.resourceId == ResourceId() && streamOutActive)
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{
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@@ -1783,7 +1783,16 @@ void D3D12PipelineStateViewer::setState()
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}
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else
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{
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bool streamOutActive = !state.streamOut.outputs.isEmpty();
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bool streamOutActive = false;
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for(const D3D12Pipe::StreamOutBind &o : state.streamOut.outputs)
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{
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if(o.resourceId != ResourceId())
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{
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streamOutActive = true;
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break;
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}
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}
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if(state.geometryShader.resourceId == ResourceId() && streamOutActive)
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{
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