FullscreenUI: Fix uniform push before pipeline set

This commit is contained in:
Stenzek
2025-10-29 21:05:14 +10:00
parent eefcd90714
commit 24ae4a5d24

View File

@@ -821,11 +821,11 @@ void FullscreenUI::RenderTransitionBlend(GPUSwapChain* swap_chain)
const float transition_alpha = s_state.transition_remaining_time / s_state.transition_total_time;
const float uniforms[2] = {1.0f - transition_alpha, transition_alpha};
g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
g_gpu_device->SetPipeline(s_state.transition_blend_pipeline.get());
g_gpu_device->SetViewportAndScissor(0, 0, swap_chain->GetPostRotatedWidth(), swap_chain->GetPostRotatedHeight());
g_gpu_device->SetTextureSampler(0, curr, g_gpu_device->GetNearestSampler());
g_gpu_device->SetTextureSampler(1, s_state.transition_prev_texture.get(), g_gpu_device->GetNearestSampler());
g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
const GSVector2i size = swap_chain->GetSizeVec();
const GSVector2i postrotated_size = swap_chain->GetPostRotatedSizeVec();