GPUDevice: Add support for feedback loops
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@ -186,6 +186,7 @@ void D3D11Device::SetFeatures(FeatureMask disabled_features)
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m_features.texture_copy_to_self = false;
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m_features.supports_texture_buffers = !(disabled_features & FEATURE_MASK_TEXTURE_BUFFERS);
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m_features.texture_buffers_emulated_with_ssbo = false;
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m_features.feedback_loops = false;
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m_features.geometry_shaders = !(disabled_features & FEATURE_MASK_GEOMETRY_SHADERS);
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m_features.partial_msaa_resolve = false;
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m_features.memory_import = false;
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@ -935,9 +936,10 @@ void D3D11Device::UnmapUniformBuffer(u32 size)
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}
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}
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void D3D11Device::SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds)
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void D3D11Device::SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds, GPUPipeline::RenderPassFlag feedback_loop)
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{
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ID3D11RenderTargetView* rtvs[MAX_RENDER_TARGETS];
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DebugAssert(!feedback_loop);
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bool changed = (m_num_current_render_targets != num_rts || m_current_depth_target != ds);
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m_current_depth_target = static_cast<D3D11Texture*>(ds);
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@ -1083,3 +1085,8 @@ void D3D11Device::DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex)
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s_stats.num_draws++;
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m_context->DrawIndexed(index_count, base_index, base_vertex);
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}
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void D3D11Device::DrawIndexedWithBarrier(u32 index_count, u32 base_index, u32 base_vertex, DrawBarrier type)
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{
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Panic("Barriers are not supported");
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}
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