D3D: Use ROUND_UP macro for rounding buffer sizes.
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69df23f725
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@ -132,7 +132,7 @@ const char copy_shader_code[] = {
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void GeometryShaderCache::Init()
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{
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unsigned int gbsize = ((sizeof(GeometryShaderConstants))&(~0xf)) + 0x10; // must be a multiple of 16
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unsigned int gbsize = ROUND_UP(sizeof(GeometryShaderConstants), 16); // must be a multiple of 16
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D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
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CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
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@ -432,7 +432,7 @@ public:
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void PixelShaderCache::Init()
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{
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unsigned int cbsize = ((sizeof(PixelShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
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unsigned int cbsize = ROUND_UP(sizeof(PixelShaderConstants), 16); // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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D3D::device->CreateBuffer(&cbdesc, nullptr, &pscbuf);
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CHECK(pscbuf!=nullptr, "Create pixel shader constant buffer");
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@ -115,7 +115,7 @@ void VertexShaderCache::Init()
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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unsigned int cbsize = ((sizeof(VertexShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
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unsigned int cbsize = ROUND_UP(sizeof(VertexShaderConstants), 16); // must be a multiple of 16
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D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
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CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
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