|
@@ -2701,11 +2701,11 @@ static int D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *c
|
|
|
}
|
|
|
#if SDL_HAVE_YUV
|
|
|
if (textureData->yuv) {
|
|
|
- D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[] = {
|
|
|
- textureData->mainTextureResourceView,
|
|
|
- textureData->mainTextureResourceViewU,
|
|
|
- textureData->mainTextureResourceViewV
|
|
|
- };
|
|
|
+ D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[3];
|
|
|
+
|
|
|
+ shaderResources[0] = textureData->mainTextureResourceView;
|
|
|
+ shaderResources[1] = textureData->mainTextureResourceViewU;
|
|
|
+ shaderResources[2] = textureData->mainTextureResourceViewV;
|
|
|
|
|
|
/* Make sure each texture is in the correct state to be accessed by the pixel shader. */
|
|
|
D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|
|
@@ -2717,10 +2717,10 @@ static int D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *c
|
|
|
|
|
|
return D3D12_SetDrawState(renderer, cmd, textureData->shader, textureData->shader_params, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
|
|
|
} else if (textureData->nv12) {
|
|
|
- D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[] = {
|
|
|
- textureData->mainTextureResourceView,
|
|
|
- textureData->mainTextureResourceViewNV,
|
|
|
- };
|
|
|
+ D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[2];
|
|
|
+
|
|
|
+ shaderResources[0] = textureData->mainTextureResourceView;
|
|
|
+ shaderResources[1] = textureData->mainTextureResourceViewNV;
|
|
|
|
|
|
/* Make sure each texture is in the correct state to be accessed by the pixel shader. */
|
|
|
D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
|