diff --git a/src/gpu/gpu_shared.cgh b/src/gpu/gpu_shared.cgh index 2dff069e..9936832e 100644 --- a/src/gpu/gpu_shared.cgh +++ b/src/gpu/gpu_shared.cgh @@ -35,11 +35,11 @@ Struct(G_SamplerStateRef) { u32 v; }; // // D3D12 exposes 64 root constants and Vulkan exposes 32 push constants. -// Supposedly AMD hardware will start spilling constants once there -// are more than 12 - https://gpuopen.com/learn/rdna-performance-guide/ +// Supposedly AMD hardware will start spilling constants once more than +// 12 are used - https://gpuopen.com/learn/rdna-performance-guide/ // -#define G_NumGeneralPurposeConstants (8) // Constants available for any usage -#define G_NumReservedConstants (4) // Constants reserved for internal usage by the GPU layer +#define G_NumGeneralPurposeConstants (24) // Constants available for any usage +#define G_NumReservedConstants (4) // Constants reserved for internal usage by the GPU layer #define G_NumConstants (G_NumGeneralPurposeConstants + G_NumReservedConstants) #if IsCpu @@ -59,12 +59,12 @@ Struct(G_SamplerStateRef) { u32 v; }; //~ Reserved constants // The constants declared below assume this configuration is accurate for slot usage -StaticAssert(G_NumGeneralPurposeConstants == 8); +StaticAssert(G_NumGeneralPurposeConstants == 24); StaticAssert(G_NumReservedConstants >= 3); -G_ForceDeclConstant(G_RWByteAddressBufferRef, G_ShaderConst_PrintBufferRef, 8); -G_ForceDeclConstant(b32, G_ShaderConst_TweakB32, 9); -G_ForceDeclConstant(f32, G_ShaderConst_TweakF32, 10); +G_ForceDeclConstant(G_RWByteAddressBufferRef, G_ShaderConst_PrintBufferRef, 24); +G_ForceDeclConstant(b32, G_ShaderConst_TweakB32, 25); +G_ForceDeclConstant(f32, G_ShaderConst_TweakF32, 26); #if IsGpu #define G_TweakBool G_ShaderConst_TweakB32 diff --git a/src/pp/pp_vis/pp_vis_core.c b/src/pp/pp_vis/pp_vis_core.c index 58097b55..ba2c0fe1 100644 --- a/src/pp/pp_vis/pp_vis_core.c +++ b/src/pp/pp_vis/pp_vis_core.c @@ -2778,8 +2778,8 @@ void V_TickForever(WaveLaneCtx *lane) ////////////////////////////// //- Push test explosion - // if (frame->held_buttons[Button_G]) - if (frame->held_buttons[Button_G] && !prev_frame->held_buttons[Button_G]) + if (frame->held_buttons[Button_G]) + // if (frame->held_buttons[Button_G] && !prev_frame->held_buttons[Button_G]) { // Fire {