GPU/HW: Fix copy pipeline not getting destroyed

This commit is contained in:
Stenzek 2023-09-18 22:38:15 +10:00
parent 846f74c86d
commit 2818eb2199

View file

@ -885,9 +885,7 @@ bool GPU_HW::CompilePipelines()
std::unique_ptr<GPUShader> fullscreen_quad_vertex_shader =
g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GenerateScreenQuadVertexShader());
std::unique_ptr<GPUShader> uv_quad_vertex_shader =
g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GenerateUVQuadVertexShader());
if (!fullscreen_quad_vertex_shader || !uv_quad_vertex_shader)
if (!fullscreen_quad_vertex_shader)
return false;
progress.Increment();
@ -1157,6 +1155,8 @@ void GPU_HW::DestroyPipelines()
destroy(m_downsample_composite_pass_pipeline);
m_downsample_composite_sampler.reset();
m_copy_pipeline.reset();
m_display_pipelines.enumerate(destroy);
}