[D3D12] Bindless textures/samplers

This commit is contained in:
Triang3l
2020-06-19 23:52:33 +03:00
parent 9f789e01b6
commit 40e335e2a9
23 changed files with 3565 additions and 1747 deletions

30
src/xenia/base/hash.h Normal file
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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_BASE_HASH_H_
#define XENIA_BASE_HASH_H_
#include <cstddef>
namespace xe {
namespace hash {
// For use in unordered_sets and unordered_maps (primarily multisets and
// multimaps, with manual collision resolution), where the hash is calculated
// externally (for instance, as XXH64), possibly requiring context data rather
// than a pure function to calculate the hash
template <typename Key>
struct IdentityHasher {
size_t operator()(const Key& key) const { return static_cast<size_t>(key); }
};
} // namespace hash
} // namespace xe
#endif // XENIA_BASE_HASH_H_