Align buffer offsets to 256 bytes

This commit is contained in:
baldurk
2016-08-06 18:31:36 +02:00
parent 42054c7814
commit ceeb1ece04
+3
View File
@@ -1280,6 +1280,9 @@ void D3D12DebugManager::RenderTextInternal(ID3D12GraphicsCommandList *list, floa
m_Font.CharOffset = charOffset + chars;
// Is 256 byte alignment on buffer offsets is just fixed, or device-specific?
m_Font.CharOffset = AlignUp(m_Font.CharOffset, 256 / sizeof(Vec4f));
unsigned long *texs = NULL;
HRESULT hr = m_Font.CharBuffer->Map(0, NULL, (void **)&texs);