[D3D12] ROV: Empty pixel shader for depth-only drawing
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@@ -11,6 +11,7 @@
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#define XENIA_GPU_D3D12_PIPELINE_CACHE_H_
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#include <unordered_map>
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#include <vector>
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#include "third_party/xxhash/xxhash.h"
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@@ -93,6 +94,10 @@ class PipelineCache {
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// All loaded shaders mapped by their guest hash key.
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std::unordered_map<uint64_t, D3D12Shader*> shader_map_;
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// Empty depth-only pixel shader for writing to depth buffer via ROV when no
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// Xenos pixel shader provided.
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std::vector<uint8_t> depth_only_pixel_shader_;
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// Hash state used to incrementally produce pipeline hashes during update.
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// By the time the full update pass has run the hash will represent the
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// current state in a way that can uniquely identify the produced
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