forked from MoonsideGames/Refresh
Fix degenerate InputLayout creation when creating graphics pipeline with no vertex attributes
parent
641abe4bb5
commit
e022faf545
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@ -927,6 +927,12 @@ static ID3D11InputLayout* D3D11_INTERNAL_FetchInputLayout(
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uint32_t i, bindingIndex;
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uint32_t i, bindingIndex;
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HRESULT res;
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HRESULT res;
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/* Don't bother creating/fetching an input layout if there are no attributes. */
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if (inputState.vertexAttributeCount == 0)
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{
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return NULL;
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}
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/* Allocate an array of vertex elements */
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/* Allocate an array of vertex elements */
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elementDescs = SDL_stack_alloc(
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elementDescs = SDL_stack_alloc(
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D3D11_INPUT_ELEMENT_DESC,
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D3D11_INPUT_ELEMENT_DESC,
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@ -1119,7 +1125,6 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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}
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}
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else
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else
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{
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{
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/* Not sure if this is even possible, but juuust in case... */
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pipeline->vertexStrides = NULL;
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pipeline->vertexStrides = NULL;
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}
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}
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@ -1888,15 +1893,18 @@ static void D3D11_QueueDestroyGraphicsPipeline(
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ID3D11BlendState_Release(d3dGraphicsPipeline->colorAttachmentBlendState);
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ID3D11BlendState_Release(d3dGraphicsPipeline->colorAttachmentBlendState);
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ID3D11DepthStencilState_Release(d3dGraphicsPipeline->depthStencilState);
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ID3D11DepthStencilState_Release(d3dGraphicsPipeline->depthStencilState);
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ID3D11RasterizerState_Release(d3dGraphicsPipeline->rasterizerState);
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ID3D11RasterizerState_Release(d3dGraphicsPipeline->rasterizerState);
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if (d3dGraphicsPipeline->inputLayout)
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{
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ID3D11InputLayout_Release(d3dGraphicsPipeline->inputLayout);
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ID3D11InputLayout_Release(d3dGraphicsPipeline->inputLayout);
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}
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/* FIXME: Release uniform buffers, once that's written in */
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if (d3dGraphicsPipeline->vertexStrides)
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if (d3dGraphicsPipeline->vertexStrides)
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{
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{
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SDL_free(d3dGraphicsPipeline->vertexStrides);
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SDL_free(d3dGraphicsPipeline->vertexStrides);
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}
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}
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/* FIXME: Release uniform buffers, once that's written in */
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SDL_free(d3dGraphicsPipeline);
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SDL_free(d3dGraphicsPipeline);
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}
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}
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