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Fix initialisation errors and resource leaks
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@@ -3117,7 +3117,7 @@ void WrappedID3D12Device::UploadBLASBufferAddresses()
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addressBufferResDesc.MipLevels = 1;
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addressBufferResDesc.SampleDesc.Count = 1;
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addressBufferResDesc.SampleDesc.Quality = 0;
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addressBufferResDesc.Width = requiredSize;
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addressBufferResDesc.Width = RDCMAX(8ULL, requiredSize);
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D3D12_HEAP_PROPERTIES heapProps;
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heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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@@ -835,6 +835,8 @@ void D3D12RaytracingResourceAndUtilHandler::InitReplayBlasPatchingResources()
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if(!SUCCEEDED(result))
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RDCERR("Unable to create pipeline for patching the BLAS");
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}
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SAFE_RELEASE(rootSig);
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}
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}
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else
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@@ -1053,6 +1053,8 @@ public:
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SAFE_RELEASE(m_cmdAlloc);
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SAFE_RELEASE(m_cmdQueue);
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SAFE_RELEASE(m_gpuFence);
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SAFE_RELEASE(m_accStructPatchInfo.m_rootSignature);
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SAFE_RELEASE(m_accStructPatchInfo.m_pipeline);
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}
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void InitInternalResources();
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