mirror of https://github.com/RPCS3/rpcs3.git
d3d12: Use provided constants to set alignments
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42f3296791
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fe902cbb13
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@ -244,7 +244,7 @@ D3D12GSRender::D3D12GSRender()
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m_rtts.Init(m_device.Get());
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m_rtts.Init(m_device.Get());
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m_constantsData.Init(m_device.Get(), 1024 * 1024 * 64, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_constantsData.Init(m_device.Get(), 1024 * 1024 * 64, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_vertexIndexData.Init(m_device.Get(), 1024 * 1024 * 256, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_vertexIndexData.Init(m_device.Get(), 1024 * 1024 * 384, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_textureUploadData.Init(m_device.Get(), 1024 * 1024 * 512, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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m_textureUploadData.Init(m_device.Get(), 1024 * 1024 * 512, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
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if (rpcs3::config.rsx.d3d12.overlay.value())
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if (rpcs3::config.rsx.d3d12.overlay.value())
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@ -405,13 +405,13 @@ private:
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ResourceStorage &getNonCurrentResourceStorage();
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ResourceStorage &getNonCurrentResourceStorage();
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// Constants storage
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// Constants storage
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DataHeap<ID3D12Resource, 256> m_constantsData;
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DataHeap<ID3D12Resource, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT> m_constantsData;
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// Vertex storage
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// Vertex storage
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DataHeap<ID3D12Resource, 256> m_vertexIndexData;
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DataHeap<ID3D12Resource, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT> m_vertexIndexData;
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// Texture storage
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// Texture storage
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DataHeap<ID3D12Resource, 65536> m_textureUploadData;
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DataHeap<ID3D12Resource, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT> m_textureUploadData;
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DataHeap<ID3D12Heap, 65536> m_UAVHeap;
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DataHeap<ID3D12Heap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT> m_UAVHeap;
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DataHeap<ID3D12Heap, 65536> m_readbackResources;
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DataHeap<ID3D12Heap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT> m_readbackResources;
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struct
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struct
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{
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{
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@ -130,7 +130,7 @@ ComPtr<ID3D12Resource> uploadSingleTexture(
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const rsx::texture &texture,
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const rsx::texture &texture,
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ID3D12Device *device,
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ID3D12Device *device,
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ID3D12GraphicsCommandList *commandList,
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ID3D12GraphicsCommandList *commandList,
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DataHeap<ID3D12Resource, 65536> &textureBuffersHeap)
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DataHeap<ID3D12Resource, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT> &textureBuffersHeap)
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{
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{
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ComPtr<ID3D12Resource> vramTexture;
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ComPtr<ID3D12Resource> vramTexture;
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size_t w = texture.width(), h = texture.height();
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size_t w = texture.width(), h = texture.height();
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@ -181,7 +181,7 @@ static
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void updateExistingTexture(
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void updateExistingTexture(
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const rsx::texture &texture,
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const rsx::texture &texture,
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ID3D12GraphicsCommandList *commandList,
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ID3D12GraphicsCommandList *commandList,
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DataHeap<ID3D12Resource, 65536> &textureBuffersHeap,
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DataHeap<ID3D12Resource, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT> &textureBuffersHeap,
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ID3D12Resource *existingTexture)
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ID3D12Resource *existingTexture)
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{
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{
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size_t w = texture.width(), h = texture.height();
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size_t w = texture.width(), h = texture.height();
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