Comments (5)
@falia18 this is partial fix... I'm still working on proper fix.
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Did you test it in debug build?
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Release and debug, both crash
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I've had time to look a bit through the code and I suspect the problem comes from the fact that m_numDescriptorsPerBlock
(in m_samplerAllocator.create()
) is initialized with BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
in RendererContextD3D12::init()
.
Not sure what 'm_numDescriptorsPerBlock` is supposed to do but if initialized at 1 it seems to work as intended.
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