forked from MoonsideGames/Refresh
Note which FIXME's require a Refresh API update
parent
e81926712e
commit
617ce4edf8
|
@ -369,7 +369,7 @@ typedef struct D3D11Texture
|
|||
ID3D11Resource *handle; /* ID3D11Texture2D* or ID3D11Texture3D* */
|
||||
ID3D11ShaderResourceView *shaderView;
|
||||
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;
|
||||
uint32_t targetViewCount;
|
||||
|
@ -1034,7 +1034,7 @@ static ID3D11DepthStencilState* D3D11_INTERNAL_FetchDepthStencilState(
|
|||
dsDesc.FrontFace.StencilFailOp = RefreshToD3D11_CompareOp[depthStencilState.frontStencilState.failOp];
|
||||
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.StencilWriteMask = depthStencilState.frontStencilState.writeMask;
|
||||
|
||||
|
@ -1277,7 +1277,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
|
|||
pipeline->depthStencilAttachmentFormat = RefreshToD3D11_TextureFormat[
|
||||
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;
|
||||
|
||||
/* Rasterizer */
|
||||
|
@ -2282,7 +2282,8 @@ static uint32_t D3D11_PushComputeShaderUniforms(
|
|||
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;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue