Make D3D12 initial state resource padding more generous

This commit is contained in:
baldurk
2021-08-10 16:07:38 +01:00
parent a2da75c6dd
commit da4c6497e7
+6 -9
View File
@@ -400,19 +400,16 @@ uint64_t D3D12ResourceManager::GetSize_InitialState(ResourceId id, const D3D12In
{
ID3D12Resource *buf = (ID3D12Resource *)data.resource;
// readback heaps have already been copied to a buffer, so use that length
if(data.tag == D3D12InitialContents::MapDirect)
return WriteSerialiser::GetChunkAlignment() + 16 + uint64_t(data.dataSize);
uint64_t ret =
WriteSerialiser::GetChunkAlignment() + 16 + uint64_t(buf ? buf->GetDesc().Width : 0);
ret += 16;
uint64_t ret = WriteSerialiser::GetChunkAlignment() + 64;
if(data.sparseTable)
ret += 16 + data.sparseTable->GetSerialiseSize();
return ret;
// readback heaps have already been copied to a buffer, so use that length
if(data.tag == D3D12InitialContents::MapDirect)
return ret + uint64_t(data.dataSize);
return ret + uint64_t(buf ? buf->GetDesc().Width : 0);
}
else
{