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authorLéo Lam <leo@innovatetechnologi.es>2016-11-27 11:56:22 +0100
committerLéo Lam <leo@innovatetechnologi.es>2016-12-06 20:33:53 +0100
commit31ccfffd386cdf7bfafdccda240a179431ecc98c (patch)
tree820bdb640091e5726e4c52d42f819956f82bfd28 /Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
parent7192789c1162e2deb5923151d05158f459448ab9 (diff)
Common: Add alignment header
Gets rid of duplicated alignment code.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/FramebufferManager.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/FramebufferManager.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
index f567852568..77b2a411ae 100644
--- a/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
+++ b/Source/Core/VideoBackends/D3D12/FramebufferManager.cpp
@@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include "VideoBackends/D3D12/FramebufferManager.h"
+#include "Common/Align.h"
#include "Core/HW/Memmap.h"
#include "VideoBackends/D3D12/D3DBase.h"
#include "VideoBackends/D3D12/D3DCommandListManager.h"
@@ -324,8 +325,8 @@ void FramebufferManager::InitializeEFBAccessCopies()
buf12->Release();
// EFB access - color staging/readback buffer
- m_efb.color_access_readback_pitch =
- D3D::AlignValue(EFB_WIDTH * sizeof(u32), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
+ m_efb.color_access_readback_pitch = Common::AlignUp(static_cast<u32>(EFB_WIDTH * sizeof(u32)),
+ D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.color_access_readback_pitch * EFB_HEIGHT);
hr = D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12,
@@ -347,8 +348,8 @@ void FramebufferManager::InitializeEFBAccessCopies()
buf12->Release();
// EFB access - depth staging/readback buffer
- m_efb.depth_access_readback_pitch =
- D3D::AlignValue(EFB_WIDTH * sizeof(float), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
+ m_efb.depth_access_readback_pitch = Common::AlignUp(static_cast<u32>(EFB_WIDTH * sizeof(float)),
+ D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
texdesc12 = CD3DX12_RESOURCE_DESC::Buffer(m_efb.depth_access_readback_pitch * EFB_HEIGHT);
hr = D3D::device12->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_READBACK), D3D12_HEAP_FLAG_NONE, &texdesc12,