GPUDevice: Add support for Raster Ordered Views

This commit is contained in:
Stenzek
2024-07-22 01:01:57 +10:00
parent e743c5d1b1
commit 1006fa00da
17 changed files with 679 additions and 360 deletions

View File

@ -89,7 +89,7 @@ public:
void* MapUniformBuffer(u32 size) override;
void UnmapUniformBuffer(u32 size) override;
void SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds,
GPUPipeline::RenderPassFlag feedback_loop = GPUPipeline::NoRenderPassFlags) override;
GPUPipeline::RenderPassFlag flags = GPUPipeline::NoRenderPassFlags) override;
void SetPipeline(GPUPipeline* pipeline) override;
void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) override;
void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) override;
@ -142,7 +142,7 @@ private:
bool CreateBuffers();
void DestroyBuffers();
bool IsRenderTargetBound(const GPUTexture* tex) const;
bool IsRenderTargetBound(const D3D11Texture* tex) const;
ComPtr<ID3D11RasterizerState> GetRasterizationState(const GPUPipeline::RasterizationState& rs, Error* error);
ComPtr<ID3D11DepthStencilState> GetDepthState(const GPUPipeline::DepthState& ds, Error* error);
@ -180,6 +180,7 @@ private:
D3D11Pipeline* m_current_pipeline = nullptr;
std::array<D3D11Texture*, MAX_RENDER_TARGETS> m_current_render_targets = {};
u32 m_num_current_render_targets = 0;
GPUPipeline::RenderPassFlag m_current_render_pass_flags = GPUPipeline::NoRenderPassFlags;
D3D11Texture* m_current_depth_target = nullptr;
ID3D11InputLayout* m_current_input_layout = nullptr;