Fix binding missing vertex buffer slots to zero data on D3D11 and D3D12

This commit is contained in:
Wojtek Figat
2025-03-26 22:54:00 +01:00
parent f94543aac8
commit fa1469514b
8 changed files with 39 additions and 3 deletions

View File

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