fix null handle for nul surface
not every platform uses nullptr, some use 0LL or ((void*)0) directly. closes #917
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318fd75952
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e0c9e75e7f
2 changed files with 3 additions and 3 deletions
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@ -662,7 +662,7 @@ int main(int argc, char **argv)
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}
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}
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VkInstance instance = vulkan_create_instance();
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VkInstance instance = vulkan_create_instance();
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VkSurfaceKHR surface = nullptr;
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VkSurfaceKHR surface = VK_NULL_HANDLE;
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if ( !BIsNested() )
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if ( !BIsNested() )
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{
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{
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@ -1751,11 +1751,11 @@ void CVulkanCmdBuffer::dispatch(uint32_t x, uint32_t y, uint32_t z)
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shaperLutDescriptor[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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shaperLutDescriptor[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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// TODO(Josh): I hate the fact that srgbView = view *as* raw srgb and treat as linear.
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// TODO(Josh): I hate the fact that srgbView = view *as* raw srgb and treat as linear.
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// I need to change this, it's so utterly stupid and confusing.
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// I need to change this, it's so utterly stupid and confusing.
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shaperLutDescriptor[i].imageView = m_shaperLut[i] ? m_shaperLut[i]->srgbView() : nullptr;
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shaperLutDescriptor[i].imageView = m_shaperLut[i] ? m_shaperLut[i]->srgbView() : VK_NULL_HANDLE;
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lut3DDescriptor[i].sampler = m_device->sampler(nearestState);
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lut3DDescriptor[i].sampler = m_device->sampler(nearestState);
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lut3DDescriptor[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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lut3DDescriptor[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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lut3DDescriptor[i].imageView = m_lut3D[i] ? m_lut3D[i]->srgbView() : nullptr;
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lut3DDescriptor[i].imageView = m_lut3D[i] ? m_lut3D[i]->srgbView() : VK_NULL_HANDLE;
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}
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}
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if (!m_target->isYcbcr())
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if (!m_target->isYcbcr())
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