Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72).

This commit is contained in:
omar 2019-08-01 10:58:41 -07:00
parent f624455d7b
commit 6cf4743f17
2 changed files with 5 additions and 1 deletions

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@ -34,6 +34,9 @@ HOW TO UPDATE?
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Other Changes:
- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count,
would generally make the debug layer complain (Added in 1.72).
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VERSION 1.72b (Released 2019-07-31)

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@ -11,6 +11,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
@ -208,7 +209,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = 256;
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);