PushComputeShaderUniforms + CreateComputePipeline fix
parent
11cbfca702
commit
557ce50737
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@ -1132,7 +1132,6 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
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pipeline->numTextures = computeShaderInfo->imageBindingCount;
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pipeline->numBuffers = computeShaderInfo->bufferBindingCount;
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pipeline->computeUniformBlockSize = computeShaderInfo->uniformBufferSize;
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if (shaderModule->shader == NULL)
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{
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@ -1165,6 +1164,10 @@ static Refresh_ComputePipeline* D3D11_CreateComputePipeline(
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ERROR_CHECK_RETURN("Could not create compute shader", NULL); /* FIXME: This leaks the pipeline! */
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}
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pipeline->computeShader = (ID3D11ComputeShader*) shaderModule->shader;
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pipeline->computeUniformBlockSize = D3D11_INTERNAL_NextHighestAlignment(
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(uint32_t) computeShaderInfo->uniformBufferSize,
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256
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);
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return (Refresh_ComputePipeline*) pipeline;
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}
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@ -2130,8 +2133,37 @@ static uint32_t D3D11_PushComputeShaderUniforms(
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void *data,
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uint32_t dataLengthInBytes
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) {
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NOT_IMPLEMENTED
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return 0;
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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D3D11ComputePipeline *computePipeline = d3d11CommandBuffer->computePipeline;
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uint32_t offset;
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if (d3d11CommandBuffer->computeUniformBuffer->offset + computePipeline->computeUniformBlockSize >= UBO_BUFFER_SIZE)
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{
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/* Out of space! Get a new uniform buffer. */
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D3D11_INTERNAL_AcquireUniformBuffer(
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renderer,
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d3d11CommandBuffer,
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&d3d11CommandBuffer->computeUniformBuffer,
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computePipeline->computeUniformBlockSize
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);
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}
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offset = d3d11CommandBuffer->computeUniformBuffer->offset;
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D3D11_INTERNAL_SetBufferData(
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renderer,
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d3d11CommandBuffer,
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d3d11CommandBuffer->computeUniformBuffer->d3d11Buffer,
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d3d11CommandBuffer->computeUniformBuffer->offset,
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data,
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dataLengthInBytes,
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0 /* FIXME: Should be NoOverwrite! */
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);
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d3d11CommandBuffer->computeUniformBuffer->offset += (uint32_t) computePipeline->computeUniformBlockSize; /* FIXME: Is this cast safe? */
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return offset;
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}
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/* Samplers */
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