[D3D12] Use deferred command list

This commit is contained in:
Triang3l
2019-01-03 15:08:49 +03:00
parent f0c662fa1e
commit 364cae6cc8
9 changed files with 169 additions and 192 deletions

View File

@@ -210,6 +210,25 @@ void D3D12GraphicsSystem::StretchTextureToFrontBuffer(
command_list->DrawInstanced(3, 1, 0, 0);
}
void D3D12GraphicsSystem::StretchTextureToFrontBuffer(
D3D12_GPU_DESCRIPTOR_HANDLE handle,
D3D12_GPU_DESCRIPTOR_HANDLE* gamma_ramp_handle, float gamma_ramp_inv_size,
DeferredCommandList& command_list) {
if (gamma_ramp_handle != nullptr) {
command_list.D3DSetPipelineState(stretch_gamma_pipeline_);
command_list.D3DSetGraphicsRootSignature(stretch_gamma_root_signature_);
command_list.D3DSetGraphicsRootDescriptorTable(1, *gamma_ramp_handle);
command_list.D3DSetGraphicsRoot32BitConstants(2, 1, &gamma_ramp_inv_size,
0);
} else {
command_list.D3DSetPipelineState(stretch_pipeline_);
command_list.D3DSetGraphicsRootSignature(stretch_root_signature_);
}
command_list.D3DSetGraphicsRootDescriptorTable(0, handle);
command_list.D3DIASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
command_list.D3DDrawInstanced(3, 1, 0, 0);
}
std::unique_ptr<CommandProcessor>
D3D12GraphicsSystem::CreateCommandProcessor() {
return std::unique_ptr<CommandProcessor>(