Fix activate deactivate loop

This commit is contained in:
cdozdil
2025-09-20 22:13:46 +03:00
parent 6429b1e5de
commit fdbe7dbe7b
3 changed files with 7 additions and 3 deletions
+2 -2
View File
@@ -68,8 +68,8 @@ class IFGFeature
std::optional<UINT> _interpolationTop[BUFFER_COUNT];
UINT _reset[BUFFER_COUNT] = {};
UINT64 _frameCount = 0;
UINT64 _lastDispatchedFrame = -1;
UINT64 _frameCount = 1;
UINT64 _lastDispatchedFrame = 0;
UINT64 _willDispatchFrame = 0;
bool _isActive = false;
+3 -1
View File
@@ -397,7 +397,7 @@ void* FSRFG_Dx12::SwapchainContext()
void FSRFG_Dx12::DestroyFGContext()
{
_frameCount = 0;
_frameCount = 1;
_lastDispatchedFrame = 0;
_willDispatchFrame = 0;
@@ -692,6 +692,8 @@ void FSRFG_Dx12::Deactivate()
if (result == FFX_API_RETURN_OK)
_isActive = false;
_lastDispatchedFrame = 0;
LOG_INFO("D3D12_Configure Enabled: false, result: {} ({})", magic_enum::enum_name((FfxApiReturnCodes) result),
(UINT) result);
}
+2
View File
@@ -425,6 +425,8 @@ void XeFG_Dx12::Deactivate()
if (result == XEFG_SWAPCHAIN_RESULT_SUCCESS)
_isActive = false;
_lastDispatchedFrame = 0;
LOG_INFO("SetEnabled: false, result: {} ({})", magic_enum::enum_name(result), (UINT) result);
}
}