From d9a886ee625287edb5401dc6896b940ab06c2a41 Mon Sep 17 00:00:00 2001 From: baldurk Date: Mon, 2 Aug 2021 16:24:06 +0100 Subject: [PATCH] Reset current bind every time we iterate over a range for a stage --- renderdoc/driver/d3d12/d3d12_shader_feedback.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/renderdoc/driver/d3d12/d3d12_shader_feedback.cpp b/renderdoc/driver/d3d12/d3d12_shader_feedback.cpp index 72e507b7d..13dd03293 100644 --- a/renderdoc/driver/d3d12/d3d12_shader_feedback.cpp +++ b/renderdoc/driver/d3d12/d3d12_shader_feedback.cpp @@ -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