Fix incorrect loop over counters

* This issue was causing additional entries to counter result data
leading to incorrect display in the perfcounter viewer.
This commit is contained in:
Amit Prakash
2019-05-15 13:48:45 -04:00
committed by Baldur Karlsson
parent 40268d344d
commit f679592add
+3 -3
View File
@@ -628,14 +628,14 @@ vector<CounterResult> D3D12Replay::FetchCounters(const vector<GPUCounter> &count
occlusion++;
}
for(size_t c = 0; c < counters.size(); c++)
for(size_t c = 0; c < d3dCounters.size(); c++)
{
CounterResult result;
result.eventId = cb.m_Results[i].first;
result.counter = counters[c];
result.counter = d3dCounters[c];
switch(counters[c])
switch(d3dCounters[c])
{
case GPUCounter::EventGPUDuration:
{