mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-08-09 09:39:13 +00:00
D3D: Use ROUND_UP macro for rounding buffer sizes.
This commit is contained in:
parent
69df23f725
commit
93ce95b48e
3 changed files with 3 additions and 3 deletions
|
@ -115,7 +115,7 @@ void VertexShaderCache::Init()
|
|||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
|
||||
unsigned int cbsize = ((sizeof(VertexShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
|
||||
unsigned int cbsize = ROUND_UP(sizeof(VertexShaderConstants), 16); // must be a multiple of 16
|
||||
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
||||
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
|
||||
CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue