Fix fragment uniform buffer block calculation

d3d11-revived
Caleb Cornett 2024-02-07 09:35:03 -06:00
parent 10cbac3fc3
commit b0bd383f2e
1 changed files with 1 additions and 1 deletions

View File

@ -1192,7 +1192,7 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline(
pipeline->fragmentShader = (ID3D11PixelShader*) fragShaderModule->shader;
pipeline->numFragmentSamplers = pipelineCreateInfo->fragmentShaderInfo.samplerBindingCount;
pipeline->fragmentUniformBlockSize = D3D11_INTERNAL_NextHighestAlignment(
(uint32_t) pipelineCreateInfo->vertexShaderInfo.uniformBufferSize,
(uint32_t) pipelineCreateInfo->fragmentShaderInfo.uniformBufferSize,
256
);