[D3D12] SRV and sampler bindings

This commit is contained in:
Triang3l
2018-08-03 16:39:13 +03:00
parent 471ff6f157
commit 35aaa72722
10 changed files with 588 additions and 154 deletions

View File

@@ -15,8 +15,8 @@
#include "third_party/xxhash/xxhash.h"
#include "xenia/gpu/d3d12/d3d12_shader.h"
#include "xenia/gpu/hlsl_shader_translator.h"
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/shader_translator.h"
#include "xenia/gpu/xenos.h"
namespace xe {
@@ -81,7 +81,7 @@ class PipelineCache {
RegisterFile* register_file_;
// Reusable shader translator.
std::unique_ptr<ShaderTranslator> shader_translator_ = nullptr;
std::unique_ptr<HlslShaderTranslator> shader_translator_ = nullptr;
// All loaded shaders mapped by their guest hash key.
std::unordered_map<uint64_t, D3D12Shader*> shader_map_;