Fix potential crash with D3D11

This commit is contained in:
rextimmy 2017-08-12 19:24:09 +10:00
parent d939a4440d
commit 56ba98ac12
2 changed files with 3 additions and 2 deletions

View file

@ -824,7 +824,9 @@ void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
// Now re aquire all the resources we trashed earlier
reacquireDefaultPoolResources();
//set last bound shaders
mD3DDeviceContext->PSSetShader(mLastPixShader, NULL, 0);
mD3DDeviceContext->VSSetShader(mLastVertShader, NULL, 0);
// Mark everything dirty and flush to card, for sanity.
updateStates(true);
}

View file

@ -134,7 +134,6 @@ protected:
ID3D11DeviceContext1* mD3DDeviceContext1;
ID3DUserDefinedAnnotation* mUserAnnotation;
GFXShader* mCurrentShader;
GFXShaderRef mGenericShader[GS_COUNT];
GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT];
GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];