Cast dx11 w/dx12 resources into void* before sending to dx12 upscaler

Should fix some games not working after the refactor
This commit is contained in:
FakeMichau
2026-05-02 23:58:56 +02:00
parent 0fca973958
commit ff588f9bfe
+6 -6
View File
@@ -842,12 +842,12 @@ bool IFeature_Dx11wDx12::Evaluate(ID3D11DeviceContext* InDeviceContext, NVSDK_NG
break;
}
InParameters->Set(NVSDK_NGX_Parameter_Color, dx11Color.Dx12Resource);
InParameters->Set(NVSDK_NGX_Parameter_MotionVectors, dx11Mv.Dx12Resource);
InParameters->Set(NVSDK_NGX_Parameter_Output, dx11Out.Dx12Resource);
InParameters->Set(NVSDK_NGX_Parameter_Depth, dx11Depth.Dx12Resource);
InParameters->Set(NVSDK_NGX_Parameter_ExposureTexture, dx11Exp.Dx12Resource);
InParameters->Set(NVSDK_NGX_Parameter_DLSS_Input_Bias_Current_Color_Mask, dx11Reactive.Dx12Resource);
InParameters->Set(NVSDK_NGX_Parameter_Color, (void*) dx11Color.Dx12Resource);
InParameters->Set(NVSDK_NGX_Parameter_MotionVectors, (void*) dx11Mv.Dx12Resource);
InParameters->Set(NVSDK_NGX_Parameter_Output, (void*) dx11Out.Dx12Resource);
InParameters->Set(NVSDK_NGX_Parameter_Depth, (void*) dx11Depth.Dx12Resource);
InParameters->Set(NVSDK_NGX_Parameter_ExposureTexture, (void*) dx11Exp.Dx12Resource);
InParameters->Set(NVSDK_NGX_Parameter_DLSS_Input_Bias_Current_Color_Mask, (void*) dx11Reactive.Dx12Resource);
LOG_DEBUG("Dispatch!!");
dx12EvalResult = dx12Feature->Evaluate(cmdList, InParameters);