vkd3d: Avoid tracking + ending render passes when calling ResolveQueryData with 0 queries
Signed-off-by: Joshua Ashton <joshua@froggi.es>
This commit is contained in:
parent
da8daa860b
commit
3b3bd37f93
|
@ -8492,6 +8492,11 @@ static void STDMETHODCALLTYPE d3d12_command_list_ResolveQueryData(d3d12_command_
|
||||||
iface, heap, type, start_index, query_count,
|
iface, heap, type, start_index, query_count,
|
||||||
dst_buffer, aligned_dst_buffer_offset);
|
dst_buffer, aligned_dst_buffer_offset);
|
||||||
|
|
||||||
|
/* Some games call this with a query_count of 0.
|
||||||
|
* Avoid ending the render pass and doing worthless tracking. */
|
||||||
|
if (!query_count)
|
||||||
|
return;
|
||||||
|
|
||||||
if (!d3d12_resource_is_buffer(buffer))
|
if (!d3d12_resource_is_buffer(buffer))
|
||||||
{
|
{
|
||||||
WARN("Destination resource is not a buffer.\n");
|
WARN("Destination resource is not a buffer.\n");
|
||||||
|
|
Loading…
Reference in New Issue