Note which FIXME's require a Refresh API update
continuous-integration/drone/pr Build is failing Details

pull/47/head
Caleb Cornett 2024-02-10 22:21:01 -06:00
parent e81926712e
commit 617ce4edf8
1 changed files with 5 additions and 4 deletions

View File

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