Flush out state for offset uniform bindings

This commit is contained in:
Jack Andersen 2016-08-01 15:59:03 -10:00
parent de0699ab8d
commit 6c12cd0ce8
1 changed files with 2 additions and 0 deletions

View File

@ -660,6 +660,7 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
if (m_ubufFirstConsts)
{
ID3D11Buffer* constBufs[8] = {};
ctx->VSSetConstantBuffers(0, m_ubufCount, constBufs);
for (int i=0 ; i<8 && i<m_ubufCount ; ++i)
{
if (m_pubufs && m_pubufs[i])
@ -680,6 +681,7 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
if (m_pubufs)
{
ID3D11Buffer* constBufs[8] = {};
ctx->PSSetConstantBuffers(0, m_ubufCount, constBufs);
for (int i=0 ; i<8 && i<m_ubufCount ; ++i)
{
if (!m_pubufs[i])