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d3d12: do not inspect NULL samplers
We can risk having NULL samplers in this range, so let's ignore them while we're populating the shader-key. Reviewed-by: Jesse Natalie <jenatali@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7856>
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1 changed files with 2 additions and 1 deletions
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@ -738,7 +738,8 @@ d3d12_fill_shader_key(struct d3d12_selection_context *sel_ctx,
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}
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for (int i = 0; i < sel_ctx->ctx->num_samplers[stage]; ++i) {
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if (sel_ctx->ctx->samplers[stage][i]->filter == PIPE_TEX_FILTER_NEAREST)
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if (!sel_ctx->ctx->samplers[stage][i] ||
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sel_ctx->ctx->samplers[stage][i]->filter == PIPE_TEX_FILTER_NEAREST)
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continue;
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if (sel_ctx->ctx->samplers[stage][i]->wrap_r == PIPE_TEX_WRAP_CLAMP)
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