On 24 March 2017 at 17:14, Józef Kucia jkucia@codeweavers.com wrote:
@@ -3132,6 +3132,8 @@ struct wined3d_saved_states WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
- DWORD pixel_shader_resource_views : 16; /* MAX_FRAGMENT_SAMPLERS, 16 */
- DWORD vertex_shader_resource_views : 16; /* MAX_VERTEX_SAMPLERS, 4 */
So why is it 16 bits wide?
On Sun, Mar 26, 2017 at 8:55 PM, Henri Verbeet hverbeet@gmail.com wrote:
On 24 March 2017 at 17:14, Józef Kucia jkucia@codeweavers.com wrote:
@@ -3132,6 +3132,8 @@ struct wined3d_saved_states WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
- DWORD pixel_shader_resource_views : 16; /* MAX_FRAGMENT_SAMPLERS, 16 */
- DWORD vertex_shader_resource_views : 16; /* MAX_VERTEX_SAMPLERS, 4 */
So why is it 16 bits wide?
I used 16 bits to avoid adjusting padding back and forth. It doesn't really matter much, but yes, it would have been better to simply adjust padding.