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Cleanup.
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@@ -987,12 +987,6 @@ namespace bgfx { namespace d3d12
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, (void**)&m_rootSignature
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) );
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UniformHandle handle = BGFX_INVALID_HANDLE;
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for (uint32_t ii = 0; ii < PredefinedUniform::Count; ++ii)
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{
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m_uniformReg.add(handle, getPredefinedUniformName(PredefinedUniform::Enum(ii) ), &m_predefinedUniforms[ii]);
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}
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g_caps.supported |= ( 0
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| BGFX_CAPS_TEXTURE_3D
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| BGFX_CAPS_TEXTURE_COMPARE_ALL
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@@ -1555,6 +1549,7 @@ namespace bgfx { namespace d3d12
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{
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BX_FREE(g_allocator, m_uniforms[_handle.idx]);
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m_uniforms[_handle.idx] = NULL;
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m_uniformReg.remove(_handle);
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}
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void saveScreenShot(const char* _filePath) BX_OVERRIDE
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@@ -3879,7 +3874,7 @@ data.NumQualityLevels = 0;
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else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
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{
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const UniformInfo* info = s_renderD3D12->m_uniformReg.find(name);
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BX_CHECK(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
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BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
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if (NULL != info)
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{
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