Only consider stream-out active on D3D if there are buffers bound

This commit is contained in:
baldurk
2018-10-25 10:49:56 +01:00
parent e8272626b2
commit bc274b5b51
2 changed files with 20 additions and 2 deletions
@@ -1889,7 +1889,16 @@ void D3D11PipelineStateViewer::setState()
}
else
{
bool streamOutActive = !state.streamOut.outputs.isEmpty();
bool streamOutActive = false;
for(const D3D11Pipe::StreamOutBind &o : state.streamOut.outputs)
{
if(o.resourceId != ResourceId())
{
streamOutActive = true;
break;
}
}
if(state.geometryShader.resourceId == ResourceId() && streamOutActive)
{
@@ -1783,7 +1783,16 @@ void D3D12PipelineStateViewer::setState()
}
else
{
bool streamOutActive = !state.streamOut.outputs.isEmpty();
bool streamOutActive = false;
for(const D3D12Pipe::StreamOutBind &o : state.streamOut.outputs)
{
if(o.resourceId != ResourceId())
{
streamOutActive = true;
break;
}
}
if(state.geometryShader.resourceId == ResourceId() && streamOutActive)
{