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internal/graphicsdriver/directx: fix a constant value for Xbox
Updates #2084
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44cfb92cee
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@ -367,15 +367,34 @@ const (
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type _D3D12_RESOURCE_STATES int32
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const (
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_D3D12_RESOURCE_STATE_RENDER_TARGET _D3D12_RESOURCE_STATES = 0x4
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_D3D12_RESOURCE_STATE_DEPTH_WRITE _D3D12_RESOURCE_STATES = 0x10
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_D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE _D3D12_RESOURCE_STATES = 0x80
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_D3D12_RESOURCE_STATE_COPY_DEST _D3D12_RESOURCE_STATES = 0x400
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_D3D12_RESOURCE_STATE_COPY_SOURCE _D3D12_RESOURCE_STATES = 0x800
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_D3D12_RESOURCE_STATE_GENERIC_READ _D3D12_RESOURCE_STATES = 0x1 | 0x2 | 0x40 | 0x80 | 0x200 | 0x800
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_D3D12_RESOURCE_STATE_PRESENT _D3D12_RESOURCE_STATES = 0
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_D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER _D3D12_RESOURCE_STATES = 0x1
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_D3D12_RESOURCE_STATE_INDEX_BUFFER _D3D12_RESOURCE_STATES = 0x2
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_D3D12_RESOURCE_STATE_RENDER_TARGET _D3D12_RESOURCE_STATES = 0x4
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_D3D12_RESOURCE_STATE_DEPTH_WRITE _D3D12_RESOURCE_STATES = 0x10
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_D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE _D3D12_RESOURCE_STATES = 0x40
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_D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE _D3D12_RESOURCE_STATES = 0x80
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_D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT _D3D12_RESOURCE_STATES = 0x200
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_D3D12_RESOURCE_STATE_COPY_DEST _D3D12_RESOURCE_STATES = 0x400
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_D3D12_RESOURCE_STATE_COPY_SOURCE _D3D12_RESOURCE_STATES = 0x800
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_D3D12_RESOURCE_STATE_PRESENT _D3D12_RESOURCE_STATES = 0
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)
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func _D3D12_RESOURCE_STATE_GENERIC_READ() _D3D12_RESOURCE_STATES {
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if microsoftgdk.IsXbox() {
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return _D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER |
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_D3D12_RESOURCE_STATE_INDEX_BUFFER |
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_D3D12_RESOURCE_STATE_COPY_SOURCE |
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_D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE |
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_D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
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}
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return _D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER |
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_D3D12_RESOURCE_STATE_INDEX_BUFFER |
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_D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE |
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_D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE |
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_D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT |
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_D3D12_RESOURCE_STATE_COPY_SOURCE
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}
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type _D3D12_ROOT_PARAMETER_TYPE int32
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const (
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@ -424,7 +424,7 @@ func (g *Graphics) Initialize() (ferr error) {
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}
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func createBuffer(device *_ID3D12Device, bufferSize uint64, heapType _D3D12_HEAP_TYPE) (*_ID3D12Resource, error) {
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state := _D3D12_RESOURCE_STATE_GENERIC_READ
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state := _D3D12_RESOURCE_STATE_GENERIC_READ()
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if heapType == _D3D12_HEAP_TYPE_READBACK {
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state = _D3D12_RESOURCE_STATE_COPY_DEST
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}
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