libobs-d3d11: Fix potential issue rebuilding shared texture
Sometimes when rebuilding a texture, it often has to fall back and create a temporary texture, but it'll fail when trying to create a shader resource for it. The suspicion is because it's due to not having the proper shader binding flag when creating that temporary texture, so this fixes that possible loophole.
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@@ -40,6 +40,7 @@ void gs_texture_2d::RebuildSharedTextureFallback()
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td.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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td.ArraySize = 1;
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td.SampleDesc.Count = 1;
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td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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width = td.Width;
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height = td.Height;
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