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[Graphics] When mixing Dispatch and Draw calls in Direct3D11 the set shaders on the native device context got mixed up. #249

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azeno commented Oct 29, 2018

For example effect A sets a hull shader, effect B a compute shader and effect C only vertex and pixel shaders - the hull shader from effect A was now still set on the native device context leading to a broken draw call because when applying effect B the draw shaders were not cleared and follow up comparison when applying C failed.

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[Graphics] When mixing Dispatch and Draw calls in Direct3D11 the set …
…shaders on the native device context got mixed up.

For example effect A sets a hull shader, effect B a compute shader and effect C only vertex and pixel shaders - the hull shader from effect A was now still set on the native device context leading to a broken draw call because when applying effect B the draw shaders were not cleared and follow up comparison when applying C failed.

@azeno azeno force-pushed the vvvv:pipelinestate-applied-shaders-fix branch from 2c7d290 to ad27deb Oct 29, 2018

@azeno azeno changed the title [Graphics] When mixing Dispatch and Draw calls in Direct3D11 the setshaders on the native device context got mixed up. [Graphics] When mixing Dispatch and Draw calls in Direct3D11 the set shaders on the native device context got mixed up. Oct 29, 2018

@xen2 xen2 merged commit 97e616a into xenko3d:master Oct 30, 2018

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xen2 commented Oct 30, 2018

Merged, thanks!

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