2
0
Branimir Karadžić 9 жил өмнө
parent
commit
f9e6f05d14

+ 3 - 3
src/renderer_d3d12.cpp

@@ -1857,7 +1857,7 @@ data.NumQualityLevels = 0;
 
 		void commitShaderConstants(uint16_t _programIdx, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
 		{
-			ProgramD3D12& program = m_program[_programIdx];
+			const ProgramD3D12& program = m_program[_programIdx];
 			uint32_t total = bx::strideAlign(0
 				+ program.m_vsh->m_size
 				+ (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
@@ -2774,12 +2774,12 @@ data.NumQualityLevels = 0;
 		DX_RELEASE(m_heap, 0);
 	}
 
-	void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle)
+	void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
 	{
 		m_pos = 0;
 		m_cpuHandle = m_heap->GetCPUDescriptorHandleForHeapStart();
 		m_gpuHandle = m_heap->GetGPUDescriptorHandleForHeapStart();
-		gpuHandle = m_gpuHandle;
+		_gpuHandle = m_gpuHandle;
 	}
 
 	void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)

+ 6 - 6
src/renderer_d3d12.h

@@ -78,15 +78,15 @@ namespace bgfx { namespace d3d12
 
 		void create(uint32_t _size, uint32_t _maxDescriptors);
 		void destroy();
-		void reset(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle);
+		void reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle);
 
-		void* allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& gpuAddress, uint32_t _size);
+		void* allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size);
 
-		void  allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, struct TextureD3D12& _texture, uint8_t _mip = 0);
-		void  allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, struct BufferD3D12& _buffer);
+		void  allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, struct TextureD3D12& _texture, uint8_t _mip = 0);
+		void  allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, struct BufferD3D12& _buffer);
 
-		void  allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, struct TextureD3D12& _texture, uint8_t _mip = 0);
-		void  allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& gpuHandle, struct BufferD3D12& _buffer);
+		void  allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, struct TextureD3D12& _texture, uint8_t _mip = 0);
+		void  allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, struct BufferD3D12& _buffer);
 
 		ID3D12DescriptorHeap* getHeap()
 		{