D3D11: align binding limit types (#3833)

* D3D11: widen binding stage indices

Keep binding iteration and texture commits aligned with the renderer limit types.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Copilot-Session: bd442137-1560-4dd6-ae9d-0fac55012d46

* D3D11: narrow binding limits

Keep the runtime binding limits aligned with the stage index type.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Copilot-Session: bd442137-1560-4dd6-ae9d-0fac55012d46

---------

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
Sergio R. Z. Masson
2026-07-15 11:11:59 -03:00
committed by GitHub
parent d219e7c2d6
commit 759bdeb936

View File

@@ -5874,8 +5874,8 @@ namespace bgfx { namespace d3d11
Rect viewScissorRect;
viewScissorRect.clear();
const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
const uint8_t maxComputeBindings = bx::narrowCast<uint8_t>(g_caps.limits.maxComputeBindings);
const uint8_t maxTextureSamplers = bx::narrowCast<uint8_t>(g_caps.limits.maxTextureSamplers);
uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};