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https://github.com/optiscaler/OptiScaler.git
synced 2026-05-06 01:30:44 +00:00
Cast dx11 w/dx12 resources into void* before sending to dx12 upscaler
Should fix some games not working after the refactor
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@@ -842,12 +842,12 @@ bool IFeature_Dx11wDx12::Evaluate(ID3D11DeviceContext* InDeviceContext, NVSDK_NG
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break;
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}
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InParameters->Set(NVSDK_NGX_Parameter_Color, dx11Color.Dx12Resource);
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InParameters->Set(NVSDK_NGX_Parameter_MotionVectors, dx11Mv.Dx12Resource);
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InParameters->Set(NVSDK_NGX_Parameter_Output, dx11Out.Dx12Resource);
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InParameters->Set(NVSDK_NGX_Parameter_Depth, dx11Depth.Dx12Resource);
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InParameters->Set(NVSDK_NGX_Parameter_ExposureTexture, dx11Exp.Dx12Resource);
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InParameters->Set(NVSDK_NGX_Parameter_DLSS_Input_Bias_Current_Color_Mask, dx11Reactive.Dx12Resource);
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InParameters->Set(NVSDK_NGX_Parameter_Color, (void*) dx11Color.Dx12Resource);
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InParameters->Set(NVSDK_NGX_Parameter_MotionVectors, (void*) dx11Mv.Dx12Resource);
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InParameters->Set(NVSDK_NGX_Parameter_Output, (void*) dx11Out.Dx12Resource);
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InParameters->Set(NVSDK_NGX_Parameter_Depth, (void*) dx11Depth.Dx12Resource);
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InParameters->Set(NVSDK_NGX_Parameter_ExposureTexture, (void*) dx11Exp.Dx12Resource);
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InParameters->Set(NVSDK_NGX_Parameter_DLSS_Input_Bias_Current_Color_Mask, (void*) dx11Reactive.Dx12Resource);
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LOG_DEBUG("Dispatch!!");
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dx12EvalResult = dx12Feature->Evaluate(cmdList, InParameters);
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