D3D: Use ROUND_UP macro for rounding buffer sizes.

This commit is contained in:
Jules Blok
2014-12-17 09:37:29 +01:00
parent 69df23f725
commit 93ce95b48e
3 changed files with 3 additions and 3 deletions

View File

@ -132,7 +132,7 @@ const char copy_shader_code[] = {
void GeometryShaderCache::Init()
{
unsigned int gbsize = ((sizeof(GeometryShaderConstants))&(~0xf)) + 0x10; // must be a multiple of 16
unsigned int gbsize = ROUND_UP(sizeof(GeometryShaderConstants), 16); // must be a multiple of 16
D3D11_BUFFER_DESC gbdesc = CD3D11_BUFFER_DESC(gbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);