Minor adjustment for alignment of perf-critical variables in rendering

This commit is contained in:
Wojtek Figat
2025-06-26 19:50:42 +02:00
parent 674fda7375
commit 5c37584eca
2 changed files with 2 additions and 2 deletions

View File

@@ -267,7 +267,7 @@ void GPUContextDX11::SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPU
auto depthBufferDX11 = static_cast<GPUTextureViewDX11*>(depthBuffer);
ID3D11DepthStencilView* dsv = depthBufferDX11 ? depthBufferDX11->DSV() : nullptr;
ID3D11RenderTargetView* rtvs[GPU_MAX_RT_BINDED];
__declspec(align(16)) ID3D11RenderTargetView* rtvs[GPU_MAX_RT_BINDED];
for (int32 i = 0; i < rts.Length(); i++)
{
auto rtDX11 = reinterpret_cast<GPUTextureViewDX11*>(rts[i]);

View File

@@ -977,7 +977,7 @@ void GPUContextDX12::BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32*
{
ASSERT(vertexBuffers.Length() >= 0 && vertexBuffers.Length() <= GPU_MAX_VB_BINDED);
bool vbEdited = _vbCount != vertexBuffers.Length();
D3D12_VERTEX_BUFFER_VIEW views[GPU_MAX_VB_BINDED];
__declspec(align(16)) D3D12_VERTEX_BUFFER_VIEW views[GPU_MAX_VB_BINDED];
for (int32 i = 0; i < vertexBuffers.Length(); i++)
{
const auto vbDX12 = static_cast<GPUBufferDX12*>(vertexBuffers[i]);