PushComputeShaderUniforms + CreateComputePipeline fix
continuous-integration/drone/pr Build is failing Details

pull/47/head
Caleb Cornett 2024-02-09 02:17:08 -06:00
parent 3f6ecd38a0
commit 06d93a55a3
1 changed files with 35 additions and 3 deletions

View File

@ -1132,7 +1132,6 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
pipeline->numTextures = computeShaderInfo->imageBindingCount; pipeline->numTextures = computeShaderInfo->imageBindingCount;
pipeline->numBuffers = computeShaderInfo->bufferBindingCount; pipeline->numBuffers = computeShaderInfo->bufferBindingCount;
pipeline->computeUniformBlockSize = computeShaderInfo->uniformBufferSize;
if (shaderModule->shader == NULL) if (shaderModule->shader == NULL)
{ {
@ -1165,6 +1164,10 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
ERROR_CHECK_RETURN("Could not create compute shader", NULL); /* FIXME: This leaks the pipeline! */ ERROR_CHECK_RETURN("Could not create compute shader", NULL); /* FIXME: This leaks the pipeline! */
} }
pipeline->computeShader = (ID3D11ComputeShader*) shaderModule->shader; pipeline->computeShader = (ID3D11ComputeShader*) shaderModule->shader;
pipeline->computeUniformBlockSize = D3D11_INTERNAL_NextHighestAlignment(
(uint32_t) computeShaderInfo->uniformBufferSize,
256
);
return (Refresh_ComputePipeline*) pipeline; return (Refresh_ComputePipeline*) pipeline;
} }
@ -2130,8 +2133,37 @@ static uint32_t D3D11_PushComputeShaderUniforms(
void *data, void *data,
uint32_t dataLengthInBytes uint32_t dataLengthInBytes
) { ) {
NOT_IMPLEMENTED D3D11Renderer *renderer = (D3D11Renderer*) driverData;
return 0; D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
D3D11ComputePipeline *computePipeline = d3d11CommandBuffer->computePipeline;
uint32_t offset;
if (d3d11CommandBuffer->computeUniformBuffer->offset + computePipeline->computeUniformBlockSize >= UBO_BUFFER_SIZE)
{
/* Out of space! Get a new uniform buffer. */
D3D11_INTERNAL_AcquireUniformBuffer(
renderer,
d3d11CommandBuffer,
&d3d11CommandBuffer->computeUniformBuffer,
computePipeline->computeUniformBlockSize
);
}
offset = d3d11CommandBuffer->computeUniformBuffer->offset;
D3D11_INTERNAL_SetBufferData(
renderer,
d3d11CommandBuffer,
d3d11CommandBuffer->computeUniformBuffer->d3d11Buffer,
d3d11CommandBuffer->computeUniformBuffer->offset,
data,
dataLengthInBytes,
0 /* FIXME: Should be NoOverwrite! */
);
d3d11CommandBuffer->computeUniformBuffer->offset += (uint32_t) computePipeline->computeUniformBlockSize; /* FIXME: Is this cast safe? */
return offset;
} }
/* Samplers */ /* Samplers */