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Merge pull request #110360 from zorbathut/pr/memorybarrierrename
Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers.
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@@ -2348,7 +2348,7 @@ static D3D12_BARRIER_LAYOUT _rd_texture_layout_to_d3d12_barrier_layout(RDD::Text
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void RenderingDeviceDriverD3D12::command_pipeline_barrier(CommandBufferID p_cmd_buffer,
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BitField<PipelineStageBits> p_src_stages,
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BitField<PipelineStageBits> p_dst_stages,
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VectorView<RDD::MemoryBarrier> p_memory_barriers,
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VectorView<RDD::MemoryAccessBarrier> p_memory_barriers,
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VectorView<RDD::BufferBarrier> p_buffer_barriers,
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VectorView<RDD::TextureBarrier> p_texture_barriers) {
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if (!barrier_capabilities.enhanced_barriers_supported) {
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@@ -2377,7 +2377,7 @@ void RenderingDeviceDriverD3D12::command_pipeline_barrier(CommandBufferID p_cmd_
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D3D12_GLOBAL_BARRIER global_barrier = {};
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for (uint32_t i = 0; i < p_memory_barriers.size(); i++) {
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const MemoryBarrier &memory_barrier = p_memory_barriers[i];
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const MemoryAccessBarrier &memory_barrier = p_memory_barriers[i];
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_rd_stages_and_access_to_d3d12(p_src_stages, RDD::TEXTURE_LAYOUT_MAX, memory_barrier.src_access, global_barrier.SyncBefore, global_barrier.AccessBefore);
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_rd_stages_and_access_to_d3d12(p_dst_stages, RDD::TEXTURE_LAYOUT_MAX, memory_barrier.dst_access, global_barrier.SyncAfter, global_barrier.AccessAfter);
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global_barriers.push_back(global_barrier);
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