D3D12: Fix nullptr dereference when creating a shader with a name.

This commit is contained in:
Admiral H. Curtiss 2022-01-03 17:14:09 +01:00
parent 04a25818b2
commit 8af737d3bd
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GPG Key ID: F051B4C4044F33FB
1 changed files with 4 additions and 4 deletions

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@ -13,10 +13,6 @@ namespace DX12
DXShader::DXShader(ShaderStage stage, BinaryData bytecode, std::string_view name)
: D3DCommon::Shader(stage, std::move(bytecode)), m_name(UTF8ToWString(name))
{
if (!m_name.empty())
{
m_compute_pipeline->SetName(m_name.c_str());
}
}
DXShader::~DXShader() = default;
@ -56,6 +52,10 @@ bool DXShader::CreateComputePipeline()
HRESULT hr = g_dx_context->GetDevice()->CreateComputePipelineState(
&desc, IID_PPV_ARGS(&m_compute_pipeline));
CHECK(SUCCEEDED(hr), "Creating compute pipeline failed");
if (m_compute_pipeline && !m_name.empty())
m_compute_pipeline->SetName(m_name.c_str());
return SUCCEEDED(hr);
}