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7 changes: 6 additions & 1 deletion src/Features/Upscaling.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -133,7 +133,12 @@ HRESULT WINAPI hk_D3D11CreateDeviceAndSwapChainUpscaling(

if (upscaling.IsBackendInitialized()) {
upscaling.UpgradeBackendInterface((void**)&(*ppDevice));
upscaling.UpgradeBackendInterface((void**)&(*ppSwapChain));
// Don't wrap the swap chain with Streamline when using the D3D12
// proxy. The proxy's GetDevice() returns the D3D11 device for
// IID_ID3D11Device, which other SKSE plugins (e.g. SkyrimPlatform)
// rely on. Streamline's wrapper would bypass this override and
// forward to the underlying D3D12 swap chain, causing
// E_NOINTERFACE. The proxy must remain the outermost layer.
upscaling.SetBackendD3DDevice(*ppDevice);
// Some features (notably Reflex/PCL) may report availability only after device bind.
upscaling.CheckBackendFeatures(pAdapter);
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6 changes: 4 additions & 2 deletions src/Hooks.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -313,8 +313,10 @@ struct IDXGISwapChain_Present
// OMGetRenderTargets to find a target to render overlays into. Without this, they
// get nullptr (we unbound everything for the ApplyHDR resource hazard) and their
// UI elements are invisible.
if (hdrReady && !frameGenActive) {
hdr->ClearUIBuffer(); // restores kFRAMEBUFFER.RTV to original backbuffer RTV
if (hdrReady) {
if (!frameGenActive) {
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hdr->ClearUIBuffer(); // restores kFRAMEBUFFER.RTV to original backbuffer RTV
}
auto& data = globals::game::renderer->GetRuntimeData().renderTargets[RE::RENDER_TARGET::kFRAMEBUFFER];
globals::d3d::context->OMSetRenderTargets(1, &data.RTV, nullptr);
}
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