Don't set a 0 structure byte size for element size (unstructured buffer)

This commit is contained in:
baldurk
2016-09-23 13:03:56 +02:00
parent 3d9a32d4e0
commit ed6b1a738c
+4 -2
View File
@@ -383,7 +383,8 @@ void D3D12Replay::FillResourceView(D3D12PipelineState::ResourceView &view, D3D12
view.NumElements = desc->nonsamp.srv.Buffer.NumElements;
view.BufferFlags = desc->nonsamp.srv.Buffer.Flags;
view.ElementSize = desc->nonsamp.srv.Buffer.StructureByteStride;
if(desc->nonsamp.srv.Buffer.StructureByteStride > 0)
view.ElementSize = desc->nonsamp.srv.Buffer.StructureByteStride;
}
else if(desc->nonsamp.srv.ViewDimension == D3D12_SRV_DIMENSION_TEXTURE1D)
{
@@ -442,7 +443,8 @@ void D3D12Replay::FillResourceView(D3D12PipelineState::ResourceView &view, D3D12
view.NumElements = uav.Buffer.NumElements;
view.BufferFlags = uav.Buffer.Flags;
view.ElementSize = uav.Buffer.StructureByteStride;
if(uav.Buffer.StructureByteStride > 0)
view.ElementSize = uav.Buffer.StructureByteStride;
view.CounterByteOffset = uav.Buffer.CounterOffsetInBytes;
}