Commit 6b1507bf authored by Chuck Walbourn's avatar Chuck Walbourn
Browse files

Updated for February 22, 2018 release

parent 202bab13
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+668 −0

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+1372 −0

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@@ -147,4 +147,29 @@ namespace DirectX
            UNREFERENCED_PARAMETER(name);
        #endif
    }

    // Helpers for aligning values by a power of 2
    template<typename T>
    inline T AlignDown(T size, size_t alignment)
    {
        if (alignment > 0)
        {
            assert(((alignment - 1) & alignment) == 0);
            T mask = static_cast<T>(alignment - 1);
            return size & ~mask;
        }
        return size;
    }

    template<typename T>
    inline T AlignUp(T size, size_t alignment)
    {
        if (alignment > 0)
        {
            assert(((alignment - 1) & alignment) == 0);
            T mask = static_cast<T>(alignment - 1);
            return (size + mask) & ~mask;
        }
        return size;
    }
}
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+1 −10
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@@ -14,22 +14,13 @@
#include "pch.h"

#include "GraphicsMemory.h"
#include "DirectXHelpers.h"
#include "PlatformHelpers.h"

using namespace DirectX;
using Microsoft::WRL::ComPtr;


namespace
{
    template <typename T> __forceinline T AlignUp(T value, size_t alignment)
    {
        assert(((alignment - 1) & alignment) == 0);
        return static_cast<T>( (static_cast<size_t>(value) + alignment - 1) & ~(alignment - 1) );
    }
}


#if defined(_XBOX_ONE) && defined(_TITLE)

//======================================================================================
+3 −4
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@@ -680,12 +680,11 @@ std::unique_ptr<Model> DirectX::Model::CreateFromCMO( ID3D11Device* d3dDevice, c

                    for( size_t v = 0; v < nVerts; ++v )
                    {
                        *reinterpret_cast<VertexPositionNormalTangentColorTexture*>( ptr ) = *sptr;
                        ++sptr;
                        *reinterpret_cast<VertexPositionNormalTangentColorTexture*>( ptr ) = sptr[v];

                        auto skinv = reinterpret_cast<VertexPositionNormalTangentColorTextureSkinning*>( ptr );
                        skinv->SetBlendIndices( *reinterpret_cast<const XMUINT4*>( skinptr->boneIndex ) );
                        skinv->SetBlendWeights( *reinterpret_cast<const XMFLOAT4*>( skinptr->boneWeight ) );
                        skinv->SetBlendIndices( *reinterpret_cast<const XMUINT4*>( skinptr[v].boneIndex ) );
                        skinv->SetBlendWeights( *reinterpret_cast<const XMFLOAT4*>( skinptr[v].boneWeight ) );

                        ptr += stride;
                    }
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