Fix a bug with D3D12 buffer alignment computation

We should use D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
if the usage *contains* Uniform usage, not if it is exactly
equal.

Fixed: dawn:1085
Change-Id: I540081e550c9e88efeb08169cecdc40b68d36d14
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/62242
Commit-Queue: Austin Eng <enga@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
This commit is contained in:
Austin Eng
2021-08-24 01:52:03 +00:00
committed by Dawn LUCI CQ
parent 5ae66fbcc7
commit 20ffe9712f
6 changed files with 105 additions and 12 deletions

View File

@@ -250,6 +250,8 @@ namespace dawn_native {
DAWN_NATIVE_EXPORT const char* GetObjectLabelForTesting(void* objectHandle);
DAWN_NATIVE_EXPORT uint64_t GetAllocatedSizeForTesting(WGPUBuffer buffer);
} // namespace dawn_native
#endif // DAWNNATIVE_DAWNNATIVE_H_