Fix binding missing vertex buffer slots to zero data on D3D11 and D3D12
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@@ -114,6 +114,12 @@ void GPUContextDX11::FrameBegin()
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CurrentPrimitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
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CurrentStencilRef = 0;
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CurrentBlendFactor = Float4::One;
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// Bind dummy vertex buffer (used by missing bindings)
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auto dummyVB = (GPUBufferDX11*)_device->GetDummyVB();
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ID3D11Buffer* dummyVBBuffer = dummyVB->GetBuffer();
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UINT stride = dummyVB->GetStride(), offset = 0;
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_context->IASetVertexBuffers(GPU_MAX_VB_BINDED, 1, &dummyVBBuffer, &stride, &offset);
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// Bind static samplers
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ID3D11SamplerState* samplers[] =
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