Thank you for your detailed answer :)
Le 31/01/2017 à 00:19, Józef Kucia a écrit :
I'll explain in more details to encourage you ;-)
On Sun, Jan 29, 2017 at 1:12 PM, Józef Kucia joseph.kucia@gmail.com wrote:
Please add a test.
Adding a test should be very easy. In test_buffer_srv() everything is ready to add a test with an offset. You can use "rgba16_buffer" as data, set size to {2.0f, 2.0f} or {1.0f, 1.0f}, and test with different values of "srv_first_element" and "srv_element_count". Try to come up with interesting test cases and test edge cases.
Looks easier than I thought, indeed. I'll be doing this.
On Sun, Jan 29, 2017 at 12:25 AM, Guillaume Charifi guillaume.charifi@sfr.fr wrote:
GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format->glInternal, buffer->buffer_object,
desc->u.buffer.start_idx, desc->u.buffer.count));
This is wrong.
glTexBufferRange() accepts offsets and sizes in bytes, but in D3D11 offsets and sizes for typed buffers are expressed as the number of elements. You have to multiply "start_idx" and "count" by "view_format->byte_count". A test would also help you to find this mistake.
Oh, I see, I'm fixing it.
Another advice: start small. It's better to send a few well tested patches and get them accepted first.
I'll hope to see some patches from you committed soon.
Cheers, Józef