From 52815a4ab0fd6a55b163ff0edbe6df0335531050 Mon Sep 17 00:00:00 2001 From: Jean-Baptiste Perrier Date: Mon, 19 Apr 2021 22:02:59 +0200 Subject: [PATCH] Refactor using GPUDrawIndirectArgs. --- Source/Engine/Renderer/DepthOfFieldPass.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/Engine/Renderer/DepthOfFieldPass.cpp b/Source/Engine/Renderer/DepthOfFieldPass.cpp index 4e4ee7ed1..87394e5d9 100644 --- a/Source/Engine/Renderer/DepthOfFieldPass.cpp +++ b/Source/Engine/Renderer/DepthOfFieldPass.cpp @@ -143,8 +143,8 @@ bool DepthOfFieldPass::setupResources() _bokehBuffer = GPUDevice::Instance->CreateBuffer(TEXT("Bokeh Buffer")); if (_bokehIndirectArgsBuffer == nullptr) _bokehIndirectArgsBuffer = GPUDevice::Instance->CreateBuffer(TEXT("Bokeh Indirect Args Buffer")); - uint32 indirectArgsBufferInitData[4] = { 0, 1, 0, 0 }; - if (_bokehIndirectArgsBuffer->Init(GPUBufferDescription::Argument(indirectArgsBufferInitData, sizeof(indirectArgsBufferInitData)))) + GPUDrawIndirectArgs indirectArgsBufferInitData{0, 1, 0, 0}; + if (_bokehIndirectArgsBuffer->Init(GPUBufferDescription::Argument(&indirectArgsBufferInitData, sizeof(indirectArgsBufferInitData)))) return true; }