Commit 896ca1bd authored by Laszlo Agocs's avatar Laszlo Agocs

Fix d3d build

parent 2cf655db
...@@ -504,9 +504,9 @@ void QRhiD3D11::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBind ...@@ -504,9 +504,9 @@ void QRhiD3D11::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBind
if (bufD->m_type == QRhiBuffer::Dynamic) if (bufD->m_type == QRhiBuffer::Dynamic)
executeBufferHostWritesForCurrentFrame(bufD); executeBufferHostWritesForCurrentFrame(bufD);
if (bufD->generation != bd.ubuf.generation || bufD->id != bd.ubuf.id) { if (bufD->generation != bd.ubuf.generation || bufD->m_id != bd.ubuf.id) {
srbUpdate = true; srbUpdate = true;
bd.ubuf.id = bufD->id; bd.ubuf.id = bufD->m_id;
bd.ubuf.generation = bufD->generation; bd.ubuf.generation = bufD->generation;
} }
...@@ -519,14 +519,14 @@ void QRhiD3D11::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBind ...@@ -519,14 +519,14 @@ void QRhiD3D11::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBind
QD3D11Texture *texD = QRHI_RES(QD3D11Texture, b->u.stex.tex); QD3D11Texture *texD = QRHI_RES(QD3D11Texture, b->u.stex.tex);
QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, b->u.stex.sampler); QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, b->u.stex.sampler);
if (texD->generation != bd.stex.texGeneration if (texD->generation != bd.stex.texGeneration
|| texD->id != bd.stex.texId || texD->m_id != bd.stex.texId
|| samplerD->generation != bd.stex.samplerGeneration || samplerD->generation != bd.stex.samplerGeneration
|| samplerD->id != bd.stex.samplerId) || samplerD->m_id != bd.stex.samplerId)
{ {
srbUpdate = true; srbUpdate = true;
bd.stex.texId = texD->id; bd.stex.texId = texD->m_id;
bd.stex.texGeneration = texD->generation; bd.stex.texGeneration = texD->generation;
bd.stex.samplerId = samplerD->id; bd.stex.samplerId = samplerD->m_id;
bd.stex.samplerGeneration = samplerD->generation; bd.stex.samplerGeneration = samplerD->generation;
} }
} }
...@@ -1461,7 +1461,7 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD) ...@@ -1461,7 +1461,7 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD)
{ {
QD3D11Buffer *bufD = QRHI_RES(QD3D11Buffer, b->u.ubuf.buf); QD3D11Buffer *bufD = QRHI_RES(QD3D11Buffer, b->u.ubuf.buf);
Q_ASSERT(aligned(b->u.ubuf.offset, 256) == b->u.ubuf.offset); Q_ASSERT(aligned(b->u.ubuf.offset, 256) == b->u.ubuf.offset);
bd.ubuf.id = bufD->id; bd.ubuf.id = bufD->m_id;
bd.ubuf.generation = bufD->generation; bd.ubuf.generation = bufD->generation;
// dynamic ubuf offsets are not considered here, those are baked in // dynamic ubuf offsets are not considered here, those are baked in
// at a later stage, which is good as vsubufoffsets and friends are // at a later stage, which is good as vsubufoffsets and friends are
...@@ -1489,9 +1489,9 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD) ...@@ -1489,9 +1489,9 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD)
// with registers sN and tN by SPIRV-Cross. // with registers sN and tN by SPIRV-Cross.
QD3D11Texture *texD = QRHI_RES(QD3D11Texture, b->u.stex.tex); QD3D11Texture *texD = QRHI_RES(QD3D11Texture, b->u.stex.tex);
QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, b->u.stex.sampler); QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, b->u.stex.sampler);
bd.stex.texId = texD->id; bd.stex.texId = texD->m_id;
bd.stex.texGeneration = texD->generation; bd.stex.texGeneration = texD->generation;
bd.stex.samplerId = samplerD->id; bd.stex.samplerId = samplerD->m_id;
bd.stex.samplerGeneration = samplerD->generation; bd.stex.samplerGeneration = samplerD->generation;
if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) { if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) {
srbD->vssamplers.feed(b->binding, samplerD->samplerState); srbD->vssamplers.feed(b->binding, samplerD->samplerState);
...@@ -2393,7 +2393,7 @@ void QD3D11TextureRenderTarget::release() ...@@ -2393,7 +2393,7 @@ void QD3D11TextureRenderTarget::release()
QRhiRenderPassDescriptor *QD3D11TextureRenderTarget::newCompatibleRenderPassDescriptor() QRhiRenderPassDescriptor *QD3D11TextureRenderTarget::newCompatibleRenderPassDescriptor()
{ {
return new QD3D11RenderPassDescriptor(rhi); return new QD3D11RenderPassDescriptor(m_rhi);
} }
bool QD3D11TextureRenderTarget::build() bool QD3D11TextureRenderTarget::build()
...@@ -3061,7 +3061,7 @@ QSize QD3D11SwapChain::surfacePixelSize() ...@@ -3061,7 +3061,7 @@ QSize QD3D11SwapChain::surfacePixelSize()
QRhiRenderPassDescriptor *QD3D11SwapChain::newCompatibleRenderPassDescriptor() QRhiRenderPassDescriptor *QD3D11SwapChain::newCompatibleRenderPassDescriptor()
{ {
return new QD3D11RenderPassDescriptor(rhi); return new QD3D11RenderPassDescriptor(m_rhi);
} }
bool QD3D11SwapChain::newColorBuffer(const QSize &size, DXGI_FORMAT format, DXGI_SAMPLE_DESC sampleDesc, bool QD3D11SwapChain::newColorBuffer(const QSize &size, DXGI_FORMAT format, DXGI_SAMPLE_DESC sampleDesc,
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment