From 5d306acd90941a6fee2993e5fae1cfc8b23f2c11 Mon Sep 17 00:00:00 2001 From: MajorPainTheCactus <89490246+MajorPainTheCactus@users.noreply.github.com> Date: Tue, 13 Dec 2022 22:19:28 +0000 Subject: [PATCH] Fixed some shaders not appearing with the d3d12 driver - this reintroduces a validation error though but it seems to work as in not crash and is the old RA behaviour. Guess we need a different way of fixing the validation issue. (#14729) --- gfx/drivers/d3d12.c | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/gfx/drivers/d3d12.c b/gfx/drivers/d3d12.c index 219281397f..0bfcfbe801 100644 --- a/gfx/drivers/d3d12.c +++ b/gfx/drivers/d3d12.c @@ -2616,8 +2616,7 @@ static bool d3d12_gfx_frame( D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->frame.viewport); D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->frame.scissorRect); - if (!d3d12->shader_preset || d3d12->pass[0].rt.handle) - D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0); + D3D12DrawInstanced(d3d12->queue.cmd, 4, 1, 0, 0); D3D12SetPipelineState(d3d12->queue.cmd, d3d12->pipes[VIDEO_SHADER_STOCK_BLEND]);