GraphicsMemory default alignment is now 16-byte

This commit is contained in:
Chuck Walbourn 2016-08-26 15:52:32 -07:00
Родитель a3748828d6
Коммит 7128144097
2 изменённых файлов: 4 добавлений и 1 удалений

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@ -122,7 +122,7 @@ namespace DirectX
// Make sure to keep the GraphicsResource handle alive as long as you need to access
// the memory on the CPU. For example, do not simply cache GpuAddress() and discard
// the GraphicsResource object, or your memory may be overwritten later.
GraphicsResource __cdecl Allocate(size_t size, size_t alignment = 0);
GraphicsResource __cdecl Allocate(size_t size, size_t alignment = 16);
// Special overload of Allocate that aligns to D3D12 constant buffer alignment requirements
template<typename T> GraphicsResource AllocateConstant()

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@ -261,8 +261,10 @@ GraphicsMemory::~GraphicsMemory()
{
}
GraphicsResource GraphicsMemory::Allocate(size_t size, size_t alignment)
{
assert(alignment >= 4); // Should use at least DWORD alignment
return std::move(pImpl->Allocate(size, alignment));
}
@ -272,6 +274,7 @@ void GraphicsMemory::Commit(_In_ ID3D12CommandQueue* commandQueue)
pImpl->Commit(commandQueue);
}
void GraphicsMemory::GarbageCollect()
{
pImpl->GarbageCollect();