Fixed crash when using stock shader and HDR and previous optimisation

This commit is contained in:
MajorPainTheCactus 2022-03-14 22:00:24 +00:00 committed by Autechre
parent 32b8560858
commit f3bda542d6
2 changed files with 10 additions and 13 deletions

View File

@ -1528,22 +1528,19 @@ static bool d3d12_gfx_frame(
if(d3d12->hdr.enable)
{
if(use_back_buffer)
{
memset(&d3d12->chain.back_buffer,
0, sizeof(d3d12->chain.back_buffer));
d3d12->chain.back_buffer.desc.Width = video_width;
d3d12->chain.back_buffer.desc.Height = video_height;
d3d12->chain.back_buffer.desc.Format = back_buffer_format;
d3d12->chain.back_buffer.desc.Flags =
memset(&d3d12->chain.back_buffer,
0, sizeof(d3d12->chain.back_buffer));
d3d12->chain.back_buffer.desc.Width = video_width;
d3d12->chain.back_buffer.desc.Height = video_height;
d3d12->chain.back_buffer.desc.Format = back_buffer_format;
d3d12->chain.back_buffer.desc.Flags =
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
d3d12->chain.back_buffer.srv_heap = &d3d12->desc.srv_heap;
d3d12->chain.back_buffer.rt_view.ptr =
d3d12->chain.back_buffer.srv_heap = &d3d12->desc.srv_heap;
d3d12->chain.back_buffer.rt_view.ptr =
d3d12->desc.rtv_heap.cpu.ptr
+ countof(d3d12->chain.renderTargets)
* d3d12->desc.rtv_heap.stride;
d3d12_init_texture(d3d12->device, &d3d12->chain.back_buffer);
}
d3d12_init_texture(d3d12->device, &d3d12->chain.back_buffer);
dxgi_swapchain_color_space(d3d12->chain.handle,
&d3d12->chain.color_space,

View File

@ -2669,7 +2669,7 @@ static bool vulkan_frame(void *data, const void *frame,
if (!(vk->hdr.support = vk->context->swapchain_colour_space == VK_COLOR_SPACE_HDR10_ST2084_EXT))
vk->context->hdr_enable = false;
if(vk->context->hdr_enable && use_main_buffer)
if(vk->context->hdr_enable)
{
memset(&vk->main_buffer, 0, sizeof(vk->main_buffer));