GPUDevice: Support transpiling shaders at compile time
And use it for GLSL postprocessing shaders.
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@ -60,9 +60,10 @@ 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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std::optional<DynamicHeapArray<u8>> CompileShader(D3D_FEATURE_LEVEL feature_level, bool debug_device,
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GPUShaderStage stage, std::string_view source,
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const char* entry_point);
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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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struct DXGIFormatMapping
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{
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