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authorMarkus Wick <degasus@users.noreply.github.com>2017-05-30 13:32:23 +0200
committerGitHub <noreply@github.com>2017-05-30 13:32:23 +0200
commit7d27fb4067c8f71aae35dc628ec2e97303068f9a (patch)
tree34cdbe57247d648b1111dd90576981bb3e8cad0e /Source/Core/VideoBackends/D3D
parent1afb0a134dd5d175937d49824068bf6050e6593d (diff)
parent1b685bcde9c40acf0237da46ea235f68a26e23cc (diff)
Merge pull request #5501 from iwubcode/d3d_apply_state_loop
Fix for loop in D3D Renderer ApplyState function
Diffstat (limited to 'Source/Core/VideoBackends/D3D')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index e90f5d10f6..1bf9270db5 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -927,7 +927,7 @@ void Renderer::ApplyState()
D3D::stateman->PushDepthState(s_gx_state_cache.Get(s_gx_state.zmode));
D3D::stateman->PushRasterizerState(s_gx_state_cache.Get(s_gx_state.raster));
- for (size_t stage = 0; s_gx_state.samplers.size(); stage++)
+ for (size_t stage = 0; stage < s_gx_state.samplers.size(); stage++)
{
// TODO: cache SamplerState directly, not d3d object
s_gx_state.samplers[stage].max_anisotropy = UINT64_C(1) << g_ActiveConfig.iMaxAnisotropy;