GPU/HW: Ensure buffers are unmapped before present

Darn DX11...
This commit is contained in:
Stenzek
2024-03-08 13:43:20 +10:00
parent 25db163347
commit 7159330f63
5 changed files with 23 additions and 4 deletions

View File

@ -1046,12 +1046,14 @@ void D3D11Device::SetScissor(s32 x, s32 y, s32 width, s32 height)
void D3D11Device::Draw(u32 vertex_count, u32 base_vertex)
{
DebugAssert(!m_vertex_buffer.IsMapped() && !m_index_buffer.IsMapped());
s_stats.num_draws++;
m_context->Draw(vertex_count, base_vertex);
}
void D3D11Device::DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex)
{
DebugAssert(!m_vertex_buffer.IsMapped() && !m_index_buffer.IsMapped());
s_stats.num_draws++;
m_context->DrawIndexed(index_count, base_index, base_vertex);
}