Note which FIXME's require a Refresh API update
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@ -369,7 +369,7 @@ typedef struct D3D11Texture
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ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */
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ID3D11ShaderResourceView *shaderView;
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ID3D11Resource *msaaHandle;
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ID3D11UnorderedAccessView *unorderedAccessView; /* FIXME: This needs to be a dynamic array! */
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ID3D11UnorderedAccessView *unorderedAccessView; /* API FIXME: This needs to be a dynamic array! */
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D3D11TargetView *targetViews;
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uint32_t targetViewCount;
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@ -1034,7 +1034,7 @@ static ID3D11DepthStencilState* D3D11_INTERNAL_FetchDepthStencilState(
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dsDesc.FrontFace.StencilFailOp = RefreshToD3D11_CompareOp[depthStencilState.frontStencilState.failOp];
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dsDesc.FrontFace.StencilPassOp = RefreshToD3D11_CompareOp[depthStencilState.frontStencilState.passOp];
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/* FIXME: D3D11 doesn't have separate read/write masks for each stencil side. What should we do? */
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/* API FIXME: D3D11 doesn't have separate read/write masks for each stencil side. What should we do? */
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dsDesc.StencilReadMask = depthStencilState.frontStencilState.compareMask;
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dsDesc.StencilWriteMask = depthStencilState.frontStencilState.writeMask;
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@ -1277,7 +1277,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
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pipeline->depthStencilAttachmentFormat = RefreshToD3D11_TextureFormat[
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pipelineCreateInfo->attachmentInfo.depthStencilFormat
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];
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/* FIXME: D3D11 doesn't have separate references for each stencil side. What should we do? */
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/* API FIXME: D3D11 doesn't have separate references for each stencil side. What should we do? */
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pipeline->stencilRef = pipelineCreateInfo->depthStencilState.frontStencilState.reference;
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/* Rasterizer */
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@ -2282,7 +2282,8 @@ static uint32_t D3D11_PushComputeShaderUniforms(
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dataLengthInBytes
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);
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d3d11CommandBuffer->computeUniformBuffer->offset += (uint32_t) computePipeline->computeUniformBlockSize; /* FIXME: Is this cast safe? */
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d3d11CommandBuffer->computeUniformBuffer->offset +=
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(uint32_t) computePipeline->computeUniformBlockSize; /* API FIXME: Is this cast safe? */
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return offset;
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}
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