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@@ -786,11 +786,11 @@ typedef struct D3D12ComputeRootSignature
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{
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ID3D12RootSignature *handle;
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- Uint32 readOnlyStorageTextureRootIndex;
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- Uint32 readOnlyStorageBufferRootIndex;
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- Uint32 writeOnlyStorageTextureRootIndex;
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- Uint32 writeOnlyStorageBufferRootIndex;
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- Uint32 uniformBufferRootIndex[MAX_UNIFORM_BUFFERS_PER_STAGE];
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+ Sint32 readOnlyStorageTextureRootIndex;
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+ Sint32 readOnlyStorageBufferRootIndex;
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+ Sint32 writeOnlyStorageTextureRootIndex;
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+ Sint32 writeOnlyStorageBufferRootIndex;
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+ Sint32 uniformBufferRootIndex[MAX_UNIFORM_BUFFERS_PER_STAGE];
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} D3D12ComputeRootSignature;
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struct D3D12ComputePipeline
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@@ -2745,8 +2745,8 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
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desc.Alignment = isSwapchainTexture ? 0 : D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
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desc.Width = textureCreateInfo->width;
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desc.Height = textureCreateInfo->height;
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- desc.DepthOrArraySize = textureCreateInfo->layerCountOrDepth;
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- desc.MipLevels = textureCreateInfo->levelCount;
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+ desc.DepthOrArraySize = (UINT16)textureCreateInfo->layerCountOrDepth;
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+ desc.MipLevels = (UINT16)textureCreateInfo->levelCount;
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desc.Format = SDLToD3D12_TextureFormat[textureCreateInfo->format];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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@@ -2757,8 +2757,8 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
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desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
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desc.Width = textureCreateInfo->width;
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desc.Height = textureCreateInfo->height;
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- desc.DepthOrArraySize = textureCreateInfo->layerCountOrDepth;
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- desc.MipLevels = textureCreateInfo->levelCount;
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+ desc.DepthOrArraySize = (UINT16)textureCreateInfo->layerCountOrDepth;
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+ desc.MipLevels = (UINT16)textureCreateInfo->levelCount;
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desc.Format = SDLToD3D12_TextureFormat[textureCreateInfo->format];
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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@@ -6105,7 +6105,7 @@ static bool D3D12_INTERNAL_ResizeSwapchainIfNeeded(
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IDXGISwapChain_GetDesc(windowData->swapchain, &swapchainDesc);
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SDL_GetWindowSize(windowData->window, &w, &h);
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- if (w != swapchainDesc.BufferDesc.Width || h != swapchainDesc.BufferDesc.Height) {
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+ if ((UINT)w != swapchainDesc.BufferDesc.Width || (UINT)h != swapchainDesc.BufferDesc.Height) {
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// Wait so we don't release in-flight views
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D3D12_Wait((SDL_GPURenderer *)renderer);
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