From 58ef496c8a38dc170b461a88ae9a960ee95c8e28 Mon Sep 17 00:00:00 2001 From: baldurk Date: Tue, 26 Jan 2021 15:01:03 +0000 Subject: [PATCH] Conservatively clamp number of samples when saving texture * No actual texture should be returned with 0 samples but if there are problems we want to avoid crashing by dividing by 0 later. --- renderdoc/replay/replay_controller.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/renderdoc/replay/replay_controller.cpp b/renderdoc/replay/replay_controller.cpp index 71c9921c0..ad1c2b792 100644 --- a/renderdoc/replay/replay_controller.cpp +++ b/renderdoc/replay/replay_controller.cpp @@ -589,7 +589,7 @@ bool ReplayController::SaveTexture(const TextureSave &saveData, const rdcstr &pa // store sample count so we know how many 'slices' is one real slice // multisampled textures cannot have mips, subresource layout is same as would be for mips: // [slice0 sample0], [slice0 sample1], [slice1 sample0], [slice1 sample1] - uint32_t sampleCount = td.msSamp; + uint32_t sampleCount = RDCMAX(td.msSamp, 1U); bool multisampled = td.msSamp > 1; if(sd.sample.mapToArray)