unsigned binding = shader->cb_bindings[i].binding;
struct pipe_constant_buffer *buffer = &ctx->cbufs[stage][binding];
- assert(buffer->buffer_size > 0);
- assert(buffer->buffer);
-
- struct d3d12_resource *res = d3d12_resource(buffer->buffer);
- d3d12_transition_resource_state(ctx, res, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc = {};
- cbv_desc.BufferLocation = d3d12_resource_gpu_virtual_address(res) + buffer->buffer_offset;
- cbv_desc.SizeInBytes = MIN2(D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16,
- align(buffer->buffer_size, 256));
- d3d12_batch_reference_resource(batch, res);
+ if (buffer) {
+ assert(buffer->buffer_size > 0);
+ assert(buffer->buffer);
+
+ struct d3d12_resource *res = d3d12_resource(buffer->buffer);
+ d3d12_transition_resource_state(ctx, res, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
+ cbv_desc.BufferLocation = d3d12_resource_gpu_virtual_address(res) + buffer->buffer_offset;
+ cbv_desc.SizeInBytes = MIN2(D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 16,
+ align(buffer->buffer_size, 256));
+ d3d12_batch_reference_resource(batch, res);
+ }
struct d3d12_descriptor_handle handle;
d3d12_descriptor_heap_alloc_handle(batch->view_heap, &handle);