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d3d12: do not save away the passthrough-shader in the blitter-state

Erik Faye-Lund requested to merge d3d12-fix_blitter_gs_crash into msclc-d3d12

If we store away a passthrough shader here, then we'll end up deleting when unbinding the GS for the blitter, and then trying to re-bind it again.

This is just a band-aid; we should probably not bind the passthrough shader in a way that makes it appear to be bound in the first place intead. But that's a bigger change.

This fixes: spec@ext_framebuffer_multisample@point-smooth 16

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