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When saved settings loaded MSAA before FSR2 on startup, the pending MSAA change (e.g. 8x) was queued before FSR2 was enabled. Since FSR2 checked the current MSAA (still 1x), it didn't override the pending change. On the next frame, applyMsaaChange created a 4-attachment MSAA render pass, then FSR2 lazily created a 2-attachment framebuffer against it — SIGSEGV. Add guards in both applyMsaaChange (force 1x if FSR2 is blocking) and setFSR2Enabled (override any pending MSAA >1x when enabling FSR2). |
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| .. | ||
| addons | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||