diff options
| author | iwubcode <iwubcode@users.noreply.github.com> | 2023-02-10 00:28:06 -0600 |
|---|---|---|
| committer | iwubcode <iwubcode@users.noreply.github.com> | 2023-02-10 00:46:11 -0600 |
| commit | af313f84198d2eb52690b406164eebcb1866d251 (patch) | |
| tree | 416ef17d361fa48b7f2c9ce35b23448186f2a357 /Source/Core/VideoBackends/D3D12/DX12Context.cpp | |
| parent | a88e5ef3907e79ed20ab67e4df45c36e6ab2b909 (diff) | |
VideoCommon: add constant value to set the allowed maximum number of pixel samplers
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/DX12Context.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D12/DX12Context.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/Source/Core/VideoBackends/D3D12/DX12Context.cpp b/Source/Core/VideoBackends/D3D12/DX12Context.cpp index e0fd41e4f0..8343e39a6e 100644 --- a/Source/Core/VideoBackends/D3D12/DX12Context.cpp +++ b/Source/Core/VideoBackends/D3D12/DX12Context.cpp @@ -334,8 +334,8 @@ bool DXContext::CreateGXRootSignature() { // GX: // - 3 constant buffers (bindings 0-2), 0/1 visible in PS, 2 visible in VS, 1 visible in GS. - // - 8 textures (visible in PS). - // - 8 samplers (visible in PS). + // - VideoCommon::MAX_PIXEL_SHADER_SAMPLERS textures (visible in PS). + // - VideoCommon::MAX_PIXEL_SHADER_SAMPLERS samplers (visible in PS). // - 1 UAV (visible in PS). std::array<D3D12_ROOT_PARAMETER, NUM_ROOT_PARAMETERS> params; @@ -344,10 +344,10 @@ bool DXContext::CreateGXRootSignature() SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_PIXEL); param_count++; SetRootParamTable(¶ms[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, - 8, D3D12_SHADER_VISIBILITY_PIXEL); + VideoCommon::MAX_PIXEL_SHADER_SAMPLERS, D3D12_SHADER_VISIBILITY_PIXEL); param_count++; SetRootParamTable(¶ms[param_count], &ranges[param_count], D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, - 0, 8, D3D12_SHADER_VISIBILITY_PIXEL); + 0, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS, D3D12_SHADER_VISIBILITY_PIXEL); param_count++; SetRootParamCBV(¶ms[param_count], 0, D3D12_SHADER_VISIBILITY_VERTEX); param_count++; |
