forked from MoonsideGames/Refresh
				
			Fix fragment uniform buffer block calculation
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				|  | @ -1192,7 +1192,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline( | ||||||
| 	pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader; | 	pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader; | ||||||
| 	pipeline->numFragmentSamplers = pipelineCreateInfo->fragmentShaderInfo.samplerBindingCount; | 	pipeline->numFragmentSamplers = pipelineCreateInfo->fragmentShaderInfo.samplerBindingCount; | ||||||
| 	pipeline->fragmentUniformBlockSize = D3D11_INTERNAL_NextHighestAlignment( | 	pipeline->fragmentUniformBlockSize = D3D11_INTERNAL_NextHighestAlignment( | ||||||
| 		(uint32_t) pipelineCreateInfo->vertexShaderInfo.uniformBufferSize, | 		(uint32_t) pipelineCreateInfo->fragmentShaderInfo.uniformBufferSize, | ||||||
| 		256 | 		256 | ||||||
| 	); | 	); | ||||||
| 
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|  |  | ||||||
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