GPUDevice: Add support for feedback loops
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@ -1190,6 +1190,7 @@ void D3D12Device::SetFeatures(FeatureMask disabled_features)
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/*!(disabled_features & FEATURE_MASK_TEXTURE_COPY_TO_SELF)*/ false; // TODO: Support with Enhanced Barriers
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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 = true;
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m_features.memory_import = false;
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@ -1548,8 +1549,10 @@ void D3D12Device::DestroyRootSignatures()
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it->Reset();
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}
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void D3D12Device::SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds)
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void D3D12Device::SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds,
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GPUPipeline::RenderPassFlag feedback_loop)
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{
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DebugAssert(!feedback_loop);
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if (InRenderPass())
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EndRenderPass();
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@ -2140,3 +2143,8 @@ void D3D12Device::DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex)
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s_stats.num_draws++;
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GetCommandList()->DrawIndexedInstanced(index_count, 1, base_index, base_vertex, 0);
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}
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void D3D12Device::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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