d3d12: Fix wrong index being used for sampler descriptor heap

Fix a crash in Disgaea 3 with debug output enabled.
This commit is contained in:
Vincent Lejeune 2015-08-17 00:12:30 +02:00
parent be1511bd7a
commit 592543c47f
1 changed files with 1 additions and 1 deletions

View File

@ -641,7 +641,7 @@ void D3D12GSRender::Draw()
getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf()); getCurrentResourceStorage().m_currentCommandList->SetDescriptorHeaps(1, getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].GetAddressOf());
getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(3, getCurrentResourceStorage().m_currentCommandList->SetGraphicsRootDescriptorTable(3,
getGPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(), getGPUDescriptorHandle(getCurrentResourceStorage().m_samplerDescriptorHeap[getCurrentResourceStorage().m_samplerDescriptorHeapIndex].Get(),
getCurrentResourceStorage().m_currentTextureIndex * g_descriptorStrideSamplers) getCurrentResourceStorage().m_currentSamplerIndex * g_descriptorStrideSamplers)
); );
getCurrentResourceStorage().m_currentTextureIndex += usedTexture; getCurrentResourceStorage().m_currentTextureIndex += usedTexture;