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Fixed crash on Intel cards with less than 64 uniform block align
- This should fix the crash with Intel cards. Sprite blinking appears to not occur either
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cd4345373d
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1 changed files with 2 additions and 5 deletions
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@ -47,7 +47,7 @@ BoneBuffer::BoneBuffer(int pipelineNbr) : mPipelineNbr(pipelineNbr)
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{
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mBufferType = false;
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mBlockSize = screen->maxuniformblock / BONE_SIZE;
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mBlockAlign = screen->uniformblockalignment / BONE_SIZE;
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mBlockAlign = screen->uniformblockalignment < 64 ? 1 : screen->uniformblockalignment / BONE_SIZE;
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mMaxUploadSize = (mBlockSize - mBlockAlign);
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}
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@ -103,11 +103,8 @@ int BoneBuffer::UploadBones(const TArray<VSMatrix>& bones)
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int BoneBuffer::GetBinding(unsigned int index, size_t* pOffset, size_t* pSize)
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{
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unsigned int offset = index;
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// this function will only get called if a uniform buffer is used. For a shader storage buffer we only need to bind the buffer once at the start.
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if (mBlockAlign > 0)
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offset = (index / mBlockAlign) * mBlockAlign;
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unsigned int offset = (index / mBlockAlign) * mBlockAlign;
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*pOffset = offset * BONE_SIZE;
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*pSize = mBlockSize * BONE_SIZE;
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