Fix a couple framebuffer related bugs in D3D renderer
1. A crash in D3D11 renderer when create a texture with flag BGFX_TEXTURE_RT_WRITE_ONLY then override it, bcause m_srv is NULL. 2. In headless mode, RendererContextD3D12::m_swapChain is NULL, clear it resulting a D3D12 debug error
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@ -4465,14 +4465,19 @@ namespace bgfx { namespace d3d11
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void TextureD3D11::overrideInternal(uintptr_t _ptr)
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void TextureD3D11::overrideInternal(uintptr_t _ptr)
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{
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc{};
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc{};
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const bool readable = (m_srv != NULL);
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if (readable) {
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m_srv->GetDesc(&srvDesc);
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m_srv->GetDesc(&srvDesc);
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}
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destroy();
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destroy();
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m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
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m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
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m_ptr = (ID3D11Resource*)_ptr;
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m_ptr = (ID3D11Resource*)_ptr;
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if (readable) {
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s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvDesc, &m_srv);
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s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvDesc, &m_srv);
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}
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}
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}
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void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
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void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
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{
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{
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@ -2436,6 +2436,8 @@ namespace bgfx { namespace d3d12
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}
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}
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if (!isValid(_fbh) )
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if (!isValid(_fbh) )
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{
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if (NULL != m_swapChain)
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{
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{
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m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
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m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
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uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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@ -2446,6 +2448,7 @@ namespace bgfx { namespace d3d12
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m_currentDepthStencil = &m_dsvHandle;
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m_currentDepthStencil = &m_dsvHandle;
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m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
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m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
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}
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}
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}
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else
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else
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{
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{
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FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
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FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
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