d3d12: Lower alignement constraint for vertex index

This commit is contained in:
Vincent Lejeune 2015-10-14 22:01:28 +02:00
parent a2997a1109
commit f5bd044096
2 changed files with 3 additions and 3 deletions

View File

@ -241,8 +241,8 @@ D3D12GSRender::D3D12GSRender()
m_rtts.Init(m_device.Get());
m_constantsData.Init(m_device.Get(), 1024 * 1024 * 64, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
m_vertexIndexData.Init(m_device.Get(), 1024 * 1024 * 384, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
m_textureUploadData.Init(m_device.Get(), 1024 * 1024 * 256, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
m_vertexIndexData.Init(m_device.Get(), 1024 * 1024 * 256, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
m_textureUploadData.Init(m_device.Get(), 1024 * 1024 * 512, D3D12_HEAP_TYPE_UPLOAD, D3D12_HEAP_FLAG_NONE);
if (Ini.GSOverlay.GetValue())
InitD2DStructures();

View File

@ -412,7 +412,7 @@ private:
// Constants storage
DataHeap<ID3D12Resource, 256> m_constantsData;
// Vertex storage
DataHeap<ID3D12Resource, 65536> m_vertexIndexData;
DataHeap<ID3D12Resource, 256> m_vertexIndexData;
// Texture storage
DataHeap<ID3D12Resource, 65536> m_textureUploadData;
DataHeap<ID3D12Heap, 65536> m_UAVHeap;