[d3d11] Fix issue with back buffer creation

In case the window size is 0 in either dimension, we ended up
creating an image with an invalid size. Fixes Vulkan validation
errors in Hearthstone.
This commit is contained in:
Philip Rebohle 2018-06-21 10:12:38 +02:00
parent 255712a1f2
commit 60bf471f06
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GPG Key ID: C8CC613427A31C99
1 changed files with 3 additions and 3 deletions

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@ -46,8 +46,8 @@ namespace dxvk {
const DXGI_SWAP_CHAIN_DESC1* pSwapChainDesc,
IDXGIVkBackBuffer** ppInterface) {
D3D11_COMMON_TEXTURE_DESC desc;
desc.Width = pSwapChainDesc->Width;
desc.Height = pSwapChainDesc->Height;
desc.Width = std::max(pSwapChainDesc->Width, 1u);
desc.Height = std::max(pSwapChainDesc->Height, 1u);
desc.Depth = 1;
desc.MipLevels = 1;
desc.ArraySize = 1;
@ -58,7 +58,7 @@ namespace dxvk {
| D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
if (pSwapChainDesc->BufferUsage & DXGI_USAGE_UNORDERED_ACCESS)
desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;