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Direct3D 12 debug layer crashes when updating a texture used in a previous draw call on the same frame #12544
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@thatcosmonaut, what's the proper fix here? |
The texture is being updated every frame, but it isn't necessarily done being used by the previous submission. This is why the |
Out of curiosity, is there a particular reason you're using the D3D12 renderer? |
I let users select between all of them, because you can never know which of them might be broken on any given system, and which one performs best. |
Makes sense. Thanks for the feedback and the bug report! |
I was able to reproduce this on AMD hardware, but not on NVIDIA hardware. |
Fixed! |
Discovered thanks to this (accidental?) change in the recent
SDL_SCALEMODE_PIXELART
implementation:SDL/src/render/direct3d12/SDL_render_d3d12.c
Line 803 in 3e9e22f
A minimal example:
This code crashes with the following error:
It works on every other renderer, including the Direct3D 11 one with debug layers enabled.
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