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https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Cleanup.
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@@ -1857,7 +1857,7 @@ data.NumQualityLevels = 0;
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void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
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{
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ProgramD3D12& program = m_program[_programIdx];
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const ProgramD3D12& program = m_program[_programIdx];
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uint32_t total = bx::strideAlign(0
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+ program.m_vsh->m_size
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+ (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
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@@ -2774,12 +2774,12 @@ data.NumQualityLevels = 0;
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DX_RELEASE(m_heap, 0);
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}
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void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
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void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
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{
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m_pos = 0;
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m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
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m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
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gpuHandle = m_gpuHandle;
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_gpuHandle = m_gpuHandle;
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}
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void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
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@@ -78,15 +78,15 @@ namespace bgfx { namespace d3d12
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void create(uint32_t _size, uint32_t _maxDescriptors);
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void destroy();
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void reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle);
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void reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle);
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void* allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& gpuAddress, uint32_t _size);
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void* allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size);
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void allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, struct TextureD3D12& _texture, uint8_t _mip = 0);
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void allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, struct BufferD3D12& _buffer);
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void allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, struct TextureD3D12& _texture, uint8_t _mip = 0);
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void allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, struct BufferD3D12& _buffer);
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void allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, struct TextureD3D12& _texture, uint8_t _mip = 0);
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void allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, struct BufferD3D12& _buffer);
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void allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, struct TextureD3D12& _texture, uint8_t _mip = 0);
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void allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, struct BufferD3D12& _buffer);
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ID3D12DescriptorHeap* getHeap()
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{
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