[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

View File

@@ -47,10 +47,10 @@ cbuffer XeEDRAMLoadStoreConstants : register(b0) {
#define xe_edram_clear_depth24 (xe_edram_load_store_constants.z)
#define xe_edram_clear_depth32 (xe_edram_load_store_constants.w)
RWByteAddressBuffer xe_edram_load_store_dest : register(u0);
#ifndef XE_EDRAM_WRITE_ONLY
ByteAddressBuffer xe_edram_load_store_source : register(t0);
#endif
RWByteAddressBuffer xe_edram_load_store_dest : register(u0);
uint2 XeEDRAMSampleCountLog2() {
return (xe_edram_base_samples_2x_depth_pitch >> uint2(12u, 11u)) & 1u;

View File

@@ -27,8 +27,8 @@ cbuffer XeTextureLoadConstants : register(b0) {
#define XeTextureLoadGuestPitchTiled 0xFFFFFFFFu
ByteAddressBuffer xe_texture_load_source : register(t0);
RWByteAddressBuffer xe_texture_load_dest : register(u0);
ByteAddressBuffer xe_texture_load_source : register(t0);
// bpb and bpb_log2 are separate because bpb may be not a power of 2 (like 96).
uint4 XeTextureLoadGuestBlockOffsets(uint3 block_index, uint bpb,