diff --git a/Common/GPU/Vulkan/VulkanFrameData.cpp b/Common/GPU/Vulkan/VulkanFrameData.cpp index ab74478396..4503ea1c82 100644 --- a/Common/GPU/Vulkan/VulkanFrameData.cpp +++ b/Common/GPU/Vulkan/VulkanFrameData.cpp @@ -121,7 +121,7 @@ VkCommandBuffer FrameData::GetInitCmd(VulkanContext *vulkan) { } void FrameData::SubmitPending(VulkanContext *vulkan, FrameSubmitType type, FrameDataShared &sharedData) { - VkCommandBuffer cmdBufs[2]; + VkCommandBuffer cmdBufs[3]; int numCmdBufs = 0; VkFence fenceToTrigger = VK_NULL_HANDLE; diff --git a/GPU/Directx9/StateMappingDX9.cpp b/GPU/Directx9/StateMappingDX9.cpp index 4517150daf..3a39a9b27e 100644 --- a/GPU/Directx9/StateMappingDX9.cpp +++ b/GPU/Directx9/StateMappingDX9.cpp @@ -99,7 +99,7 @@ void DrawEngineDX9::ApplyDrawState(int prim) { if (!gstate.isModeClear()) { textureCache_->ApplyTexture(); - if (fboTexBindState_ = FBO_TEX_COPY_BIND_TEX) { + if (fboTexBindState_ == FBO_TEX_COPY_BIND_TEX) { // Note that this is positions, not UVs, that we need the copy from. framebufferManager_->BindFramebufferAsColorTexture(1, framebufferManager_->GetCurrentRenderVFB(), BINDFBCOLOR_MAY_COPY, 0); // If we are rendering at a higher resolution, linear is probably best for the dest color. diff --git a/GPU/Vulkan/VulkanUtil.cpp b/GPU/Vulkan/VulkanUtil.cpp index fbfb8ad3fa..d878bff579 100644 --- a/GPU/Vulkan/VulkanUtil.cpp +++ b/GPU/Vulkan/VulkanUtil.cpp @@ -141,7 +141,7 @@ VkDescriptorSet VulkanComputeShaderManager::GetDescriptorSet(VkImageView image, VkDescriptorSet desc = frameData.descPool.Allocate(1, &descriptorSetLayout_, "compute_descset"); _assert_(desc != VK_NULL_HANDLE); - VkWriteDescriptorSet writes[2]{}; + VkWriteDescriptorSet writes[3]{}; int n = 0; VkDescriptorImageInfo imageInfo = {}; VkDescriptorBufferInfo bufferInfo[2] = {};