libobs-d3d11: Fix potential issue rebuilding shared texture

Sometimes when rebuilding a texture, it often has to fall back and
create a temporary texture, but it'll fail when trying to create a
shader resource for it.  The suspicion is because it's due to not having
the proper shader binding flag when creating that temporary texture, so
this fixes that possible loophole.
This commit is contained in:
jp9000 2017-06-24 05:44:32 -07:00
parent d295ad3ed3
commit aafe08db5c

View file

@ -40,6 +40,7 @@ void gs_texture_2d::RebuildSharedTextureFallback()
td.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
td.ArraySize = 1;
td.SampleDesc.Count = 1;
td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
width = td.Width;
height = td.Height;