forked from Misaki/GhostEngine
Fixed bugs in rendering.
This commit is contained in:
@@ -6,7 +6,6 @@ using Ghost.Graphics.RHI;
|
||||
using Misaki.HighPerformance.LowLevel.Collections;
|
||||
using Misaki.HighPerformance.Mathematics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.Versioning;
|
||||
using TerraFX.Interop.DirectX;
|
||||
using TerraFX.Interop.Windows;
|
||||
using static TerraFX.Aliases.D3D12_Alias;
|
||||
@@ -16,8 +15,7 @@ using static TerraFX.Interop.DirectX.D3D12MemAlloc;
|
||||
|
||||
namespace Ghost.Graphics.D3D12;
|
||||
|
||||
[SupportedOSPlatform(Win32Utility.OS_SUPPORTED_VERSION)]
|
||||
internal unsafe sealed partial class D3D12ResourceAllocator
|
||||
internal sealed unsafe partial class D3D12ResourceAllocator
|
||||
{
|
||||
// NOTE: _MAX_BYTES may not be accurate, we need to verify it with feature level checks.
|
||||
private const uint _MAX_BYTES = D3D12_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u;
|
||||
@@ -593,7 +591,7 @@ internal unsafe sealed partial class D3D12ResourceAllocator
|
||||
// TODO: Thread safety for resource allocator
|
||||
// A common solution is to use ticket. Each allocation request create a ticket and put it into a thread-safe queue. A dedicated thread process the queue and fulfill the requests.
|
||||
|
||||
internal unsafe sealed partial class D3D12ResourceAllocator : IResourceAllocator, IDisposable
|
||||
internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator, IDisposable
|
||||
{
|
||||
private readonly IFenceSynchronizer _fenceSynchronizer;
|
||||
private readonly D3D12RenderDevice _device;
|
||||
|
||||
Reference in New Issue
Block a user