Fix fragment uniform buffer block calculation
parent
e7be43e835
commit
5d069f006d
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@ -1192,7 +1192,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
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pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
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pipeline->numFragmentSamplers = pipelineCreateInfo->fragmentShaderInfo.samplerBindingCount;
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pipeline->numFragmentSamplers = pipelineCreateInfo->fragmentShaderInfo.samplerBindingCount;
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pipeline->fragmentUniformBlockSize = D3D11_INTERNAL_NextHighestAlignment(
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pipeline->fragmentUniformBlockSize = D3D11_INTERNAL_NextHighestAlignment(
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(uint32_t) pipelineCreateInfo->vertexShaderInfo.uniformBufferSize,
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(uint32_t) pipelineCreateInfo->fragmentShaderInfo.uniformBufferSize,
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256
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256
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);
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);
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