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Fix FrameInterpolationSwapChainDX12::ResizeBuffers not handling a 0 buffer count properly

Open LukeFZ opened this issue 1 year ago • 0 comments

Calling ResizeBuffers with BufferCount = 0 means that the original buffer count should be preserved. Currently this does actually set the game buffer count to zero, causing crashes on subsequent GetBuffer calls.

LukeFZ avatar Dec 17 '23 01:12 LukeFZ