Use a Texture2DArray in HLSL to match the SRVs

This commit is contained in:
Cameron Gutman 2024-06-27 19:46:27 -05:00
commit d389f9a6e9
10 changed files with 20 additions and 20 deletions

View file

@ -18,7 +18,7 @@
typedef struct _VERTEX
{
float x, y;
float tu, tv;
float tu, tv, tw;
} VERTEX, *PVERTEX;
#define CSC_MATRIX_RAW_ELEMENT_COUNT 9
@ -872,10 +872,10 @@ void D3D11VARenderer::notifyOverlayUpdated(Overlay::OverlayType type)
VERTEX verts[] =
{
{renderRect.x, renderRect.y, 0, 1},
{renderRect.x, renderRect.y+renderRect.h, 0, 0},
{renderRect.x+renderRect.w, renderRect.y, 1, 1},
{renderRect.x+renderRect.w, renderRect.y+renderRect.h, 1, 0},
{renderRect.x, renderRect.y, 0, 1, 0},
{renderRect.x, renderRect.y+renderRect.h, 0, 0, 0},
{renderRect.x+renderRect.w, renderRect.y, 1, 1, 0},
{renderRect.x+renderRect.w, renderRect.y+renderRect.h, 1, 0, 0},
};
D3D11_BUFFER_DESC vbDesc = {};
@ -1287,10 +1287,10 @@ bool D3D11VARenderer::setupRenderingResources()
VERTEX verts[] =
{
{renderRect.x, renderRect.y, 0, vMax},
{renderRect.x, renderRect.y+renderRect.h, 0, 0},
{renderRect.x+renderRect.w, renderRect.y, uMax, vMax},
{renderRect.x+renderRect.w, renderRect.y+renderRect.h, uMax, 0},
{renderRect.x, renderRect.y, 0, vMax, 0},
{renderRect.x, renderRect.y+renderRect.h, 0, 0, 0},
{renderRect.x+renderRect.w, renderRect.y, uMax, vMax, 0},
{renderRect.x+renderRect.w, renderRect.y+renderRect.h, uMax, 0, 0},
};
D3D11_BUFFER_DESC vbDesc = {};