GPUDevice: Add API version field
Also tie shader caches to API version and device LUID. That way we don't have tons of cache files, and they're regenerated if the GPU/driver changes.
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@ -25,8 +25,10 @@ struct DXGI_MODE_DESC;
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namespace D3DCommon {
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// returns string representation of feature level
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const char* GetFeatureLevelString(D3D_FEATURE_LEVEL feature_level);
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const char* GetFeatureLevelShaderModelString(D3D_FEATURE_LEVEL feature_level);
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const char* GetFeatureLevelString(u32 render_api_version);
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u32 GetRenderAPIVersionForFeatureLevel(D3D_FEATURE_LEVEL feature_level);
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D3D_FEATURE_LEVEL GetFeatureLevelForNumber(u32 render_api_version);
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u32 GetShaderModelForFeatureLevelNumber(u32 render_api_version);
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// returns max feature level of a device
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D3D_FEATURE_LEVEL GetDeviceMaxFeatureLevel(IDXGIAdapter1* adapter);
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@ -57,8 +59,6 @@ std::string GetAdapterName(IDXGIAdapter1* adapter);
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// returns the driver version from the registry as a string
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std::string GetDriverVersionFromLUID(const LUID& luid);
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u32 GetShaderModelForFeatureLevel(D3D_FEATURE_LEVEL feature_level);
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std::optional<DynamicHeapArray<u8>> CompileShader(u32 shader_model, bool debug_device, GPUShaderStage stage,
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std::string_view source, const char* entry_point, Error* error);
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