From e13f4b61d4f98c0ef59579b5aed2b6dc2c24490b Mon Sep 17 00:00:00 2001 From: baldurk Date: Fri, 16 Jan 2015 14:02:14 +0000 Subject: [PATCH] Crash fix for if the GL pipeline state is empty (e.g. a D3D11 log) --- renderdocui/Windows/PipelineState/GLPipelineStateViewer.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/renderdocui/Windows/PipelineState/GLPipelineStateViewer.cs b/renderdocui/Windows/PipelineState/GLPipelineStateViewer.cs index 3e2c0e317..8c748aa7d 100644 --- a/renderdocui/Windows/PipelineState/GLPipelineStateViewer.cs +++ b/renderdocui/Windows/PipelineState/GLPipelineStateViewer.cs @@ -819,6 +819,7 @@ namespace renderdocui.Windows.PipelineState } // handle the last batch (the loop above leaves the last batch un-added) + if(prev < state.m_RS.Viewports.Length) { var v1 = state.m_RS.Viewports[prev]; @@ -873,6 +874,7 @@ namespace renderdocui.Windows.PipelineState } // handle the last batch (the loop above leaves the last batch un-added) + if (prev < state.m_RS.Scissors.Length) { var s1 = state.m_RS.Scissors[prev]; @@ -1048,6 +1050,7 @@ namespace renderdocui.Windows.PipelineState vs = blendOperations.VScrollValue(); blendOperations.BeginUpdate(); blendOperations.Nodes.Clear(); + if(state.m_FB.m_BlendState.Blends.Length > 0) { bool logic = (state.m_FB.m_BlendState.Blends[0].LogicOp != "");