Reset current bind every time we iterate over a range for a stage

This commit is contained in:
baldurk
2021-08-02 16:24:06 +01:00
parent 2bfc3c2264
commit d9a886ee62
@@ -537,7 +537,6 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
curIdentifier.rangeIndex = r;
curKey.bind.bindset = range.RegisterSpace;
curKey.bind.bind = range.BaseShaderRegister;
UINT num = range.NumDescriptors;
uint32_t visMask = 0;
@@ -567,6 +566,7 @@ void D3D12Replay::FetchShaderFeedback(uint32_t eventId)
auto slotIt = slots[st].lower_bound(curKey);
curIdentifier.descIndex = 0;
curKey.bind.bind = range.BaseShaderRegister;
// iterate over the declared range. This could be unbounded, so we might exit
// another way