@@ -1183,7 +1183,6 @@ struct D3D12UniformBuffer
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D3D12Buffer * buffer ;
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Uint32 writeOffset ;
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Uint32 drawOffset ;
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- Uint32 currentBlockSize ;
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};
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// Forward function declarations
@@ -4494,7 +4493,6 @@ static D3D12UniformBuffer *D3D12_INTERNAL_AcquireUniformBufferFromPool(
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SDL_UnlockMutex (renderer -> acquireUniformBufferLock );
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- uniformBuffer -> currentBlockSize = 0 ;
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uniformBuffer -> drawOffset = 0 ;
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uniformBuffer -> writeOffset = 0 ;
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@@ -4533,6 +4531,7 @@ static void D3D12_INTERNAL_PushUniformData(
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Uint32 length )
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{
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D3D12UniformBuffer * uniformBuffer ;
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+ Uint32 blockSize ;
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if (shaderStage == SDL_GPU_SHADERSTAGE_VERTEX ) {
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if (commandBuffer -> vertexUniformBuffers [slotIndex ] == NULL ) {
@@ -4557,13 +4556,13 @@ static void D3D12_INTERNAL_PushUniformData(
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return ;
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}
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- uniformBuffer -> currentBlockSize =
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+ blockSize =
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D3D12_INTERNAL_Align (
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length ,
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256 );
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// If there is no more room, acquire a new uniform buffer
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- if (uniformBuffer -> writeOffset + uniformBuffer -> currentBlockSize >= UNIFORM_BUFFER_SIZE ) {
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+ if (uniformBuffer -> writeOffset + blockSize >= UNIFORM_BUFFER_SIZE ) {
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ID3D12Resource_Unmap (
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uniformBuffer -> buffer -> handle ,
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0 ,
@@ -4593,7 +4592,7 @@ static void D3D12_INTERNAL_PushUniformData(
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data ,
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length );
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- uniformBuffer -> writeOffset += uniformBuffer -> currentBlockSize ;
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+ uniformBuffer -> writeOffset += blockSize ;
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if (shaderStage == SDL_GPU_SHADERSTAGE_VERTEX ) {
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commandBuffer -> needVertexUniformBufferBind [slotIndex ] = true;
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