Merge pull request #5501 from iwubcode/d3d_apply_state_loop

Fix for loop in D3D Renderer ApplyState function
This commit is contained in:
Markus Wick 2017-05-30 13:32:23 +02:00 committed by GitHub
commit 7d27fb4067
1 changed files with 1 additions and 1 deletions

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@ -927,7 +927,7 @@ void Renderer::ApplyState()
D3D::stateman->PushDepthState(s_gx_state_cache.Get(s_gx_state.zmode));
D3D::stateman->PushRasterizerState(s_gx_state_cache.Get(s_gx_state.raster));
for (size_t stage = 0; s_gx_state.samplers.size(); stage++)
for (size_t stage = 0; stage < s_gx_state.samplers.size(); stage++)
{
// TODO: cache SamplerState directly, not d3d object
s_gx_state.samplers[stage].max_anisotropy = UINT64_C(1) << g_ActiveConfig.iMaxAnisotropy;