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fixed the D3D11 back-end sometimes colorizing mip level 0 with r_gpuMipGen 1 and r_colorMipLevels 0
it happened because the color channels for blendColor weren't initialized, that memory could have at least one channel initialized as a NaN value and throwing a NaN in the shader logic would break it
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1 changed files with 1 additions and 1 deletions
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@ -2152,13 +2152,13 @@ static void GAL_CreateTextureEx(image_t* image, int mipCount, int mipOffset, int
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LinearToGammaCSData dataL2G;
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dataL2G.intensity = r_intensity->value;
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dataL2G.invGamma = 1.0f / r_mipGenGamma->value;
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dataL2G.blendColor[3] = 0.0f;
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// copy to destination mip 0 now if needed
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if(mipOffset == 0)
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{
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readIndex = 0;
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writeIndex = 2;
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memcpy(dataL2G.blendColor, r_mipBlendColors[0], sizeof(dataL2G.blendColor));
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ResetShaderData(d3d.mipLinearToGammaConstBuffer, &dataL2G, sizeof(dataL2G));
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d3ds.context->CSSetShader(d3d.mipLinearToGammaComputeShader, NULL, 0);
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d3ds.context->CSSetConstantBuffers(0, 1, &bufferNull);
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