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-rw-r--r--Graphics/GraphicsEngineD3D12/src/DeviceContextD3D12Impl.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/Graphics/GraphicsEngineD3D12/src/DeviceContextD3D12Impl.cpp b/Graphics/GraphicsEngineD3D12/src/DeviceContextD3D12Impl.cpp
index a1d9db3f..353b9676 100644
--- a/Graphics/GraphicsEngineD3D12/src/DeviceContextD3D12Impl.cpp
+++ b/Graphics/GraphicsEngineD3D12/src/DeviceContextD3D12Impl.cpp
@@ -319,7 +319,6 @@ namespace Diligent
// Do not initialize array with zeroes for performance reasons
D3D12_VERTEX_BUFFER_VIEW VBViews[MaxBufferSlots];// = {}
VERIFY( m_NumVertexStreams <= MaxBufferSlots, "Too many buffers are being set" );
- const auto *Strides = m_pPipelineState->GetBufferStrides();
DEV_CHECK_ERR( m_NumVertexStreams >= m_pPipelineState->GetNumBufferSlotsUsed(), "Currently bound pipeline state '", m_pPipelineState->GetDesc().Name, "' expects ", m_pPipelineState->GetNumBufferSlotsUsed(), " input buffer slots, but only ", m_NumVertexStreams, " is bound");
bool DynamicBufferPresent = false;
for( UINT Buff = 0; Buff < m_NumVertexStreams; ++Buff )
@@ -342,7 +341,7 @@ namespace Diligent
//GraphicsCtx.AddReferencedObject(pd3d12Resource);
VBView.BufferLocation = pBufferD3D12->GetGPUAddress(this) + CurrStream.Offset;
- VBView.StrideInBytes = Strides[Buff];
+ VBView.StrideInBytes = m_pPipelineState->GetBufferStride(Buff);
// Note that for a dynamic buffer, what we use here is the size of the buffer itself, not the upload heap buffer!
VBView.SizeInBytes = pBufferD3D12->GetDesc().uiSizeInBytes - CurrStream.Offset;
}