From 1b685bcde9c40acf0237da46ea235f68a26e23cc Mon Sep 17 00:00:00 2001 From: iwubcode Date: Mon, 29 May 2017 23:32:32 -0500 Subject: [PATCH] Fix for loop in D3D Renderer ApplyState function --- Source/Core/VideoBackends/D3D/Render.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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;