From 9ae1867c9e344aaf7d8271ae5d80eed69189eca8 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 22 Apr 2025 12:08:10 +0200 Subject: [PATCH] Fix crash when rendering bloom or lens flares in too small viewport --- Source/Engine/Renderer/PostProcessingPass.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/Source/Engine/Renderer/PostProcessingPass.cpp b/Source/Engine/Renderer/PostProcessingPass.cpp index 734699511..9192c8ca4 100644 --- a/Source/Engine/Renderer/PostProcessingPass.cpp +++ b/Source/Engine/Renderer/PostProcessingPass.cpp @@ -276,11 +276,10 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input, int32 h2 = h1 >> 1; int32 h4 = h2 >> 1; int32 h8 = h4 >> 1; - int32 bloomMipCount = CalculateBloomMipCount(w1, h1); // Ensure to have valid data and if at least one effect should be applied - if (!(useBloom || useToneMapping || useCameraArtifacts) || checkIfSkipPass() || w8 == 0 || h8 == 0) + if (!(useBloom || useToneMapping || useCameraArtifacts) || checkIfSkipPass() || w8 <= 1 || h8 <= 1) { // Resources are missing. Do not perform rendering. Just copy raw frame context->SetViewportAndScissors((float)output->Width(), (float)output->Height());