This commit is contained in:
Branimir Karadžić 2015-08-03 21:47:49 -07:00
parent 442ac309b9
commit 756e8c58f0

View file

@ -673,7 +673,7 @@ namespace bgfx { namespace d3d12
; ;
rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
rtvDescHeap.NodeMask = 0; rtvDescHeap.NodeMask = 1;
DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
, __uuidof(ID3D12DescriptorHeap) , __uuidof(ID3D12DescriptorHeap)
, (void**)&m_rtvDescriptorHeap , (void**)&m_rtvDescriptorHeap
@ -686,7 +686,7 @@ namespace bgfx { namespace d3d12
; ;
dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
dsvDescHeap.NodeMask = 0; dsvDescHeap.NodeMask = 1;
DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
, __uuidof(ID3D12DescriptorHeap) , __uuidof(ID3D12DescriptorHeap)
, (void**)&m_dsvDescriptorHeap , (void**)&m_dsvDescriptorHeap
@ -2349,7 +2349,7 @@ data.NumQualityLevels = 0;
desc.NumDescriptors = _maxDescriptors; desc.NumDescriptors = _maxDescriptors;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
desc.NodeMask = 0; desc.NodeMask = 1;
DX_CHECK(device->CreateDescriptorHeap(&desc DX_CHECK(device->CreateDescriptorHeap(&desc
, __uuidof(ID3D12DescriptorHeap) , __uuidof(ID3D12DescriptorHeap)
, (void**)&m_heap , (void**)&m_heap
@ -2466,7 +2466,7 @@ data.NumQualityLevels = 0;
desc.NumDescriptors = _maxDescriptors; desc.NumDescriptors = _maxDescriptors;
desc.Type = _type; desc.Type = _type;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
desc.NodeMask = 0; desc.NodeMask = 1;
DX_CHECK(device->CreateDescriptorHeap(&desc DX_CHECK(device->CreateDescriptorHeap(&desc
, __uuidof(ID3D12DescriptorHeap) , __uuidof(ID3D12DescriptorHeap)
, (void**)&m_heap , (void**)&m_heap