vkd3d: Avoid tracking + ending render passes when calling ResolveQueryData with 0 queries
Signed-off-by: Joshua Ashton <joshua@froggi.es>
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@ -8492,6 +8492,11 @@ static void STDMETHODCALLTYPE d3d12_command_list_ResolveQueryData(d3d12_command_
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iface, heap, type, start_index, query_count,
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dst_buffer, aligned_dst_buffer_offset);
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/* Some games call this with a query_count of 0.
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* Avoid ending the render pass and doing worthless tracking. */
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if (!query_count)
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return;
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if (!d3d12_resource_is_buffer(buffer))
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{
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WARN("Destination resource is not a buffer.\n");
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