GPU/D3D11: Don't leak input layout objects

This commit is contained in:
Connor McLaughlin 2020-08-11 03:48:24 +10:00
parent 3a020ef87e
commit bf9ac64183

View file

@ -364,7 +364,7 @@ bool GPU_HW_D3D11::CompileShaders()
const HRESULT hr = m_device->CreateInputLayout(attributes.data(), static_cast<UINT>(attributes.size()), const HRESULT hr = m_device->CreateInputLayout(attributes.data(), static_cast<UINT>(attributes.size()),
vs_bytecode->GetBufferPointer(), vs_bytecode->GetBufferSize(), vs_bytecode->GetBufferPointer(), vs_bytecode->GetBufferSize(),
m_batch_input_layout.GetAddressOf()); m_batch_input_layout.ReleaseAndGetAddressOf());
if (FAILED(hr)) if (FAILED(hr))
{ {
Log_ErrorPrintf("CreateInputLayout failed: 0x%08X", hr); Log_ErrorPrintf("CreateInputLayout failed: 0x%08X", hr);