[D3D12] DXBC texture bindings (but no samplers and fetch)

This commit is contained in:
Triang3l
2018-09-09 23:33:08 +03:00
parent 091d51f841
commit 4268466383
5 changed files with 308 additions and 20 deletions

View File

@@ -27,18 +27,20 @@ D3D12Shader::~D3D12Shader() {
}
}
#if 0
void D3D12Shader::SetTexturesAndSamplers(
const HlslShaderTranslator::TextureSRV* texture_srvs,
const DxbcShaderTranslator::TextureSRV* texture_srvs,
uint32_t texture_srv_count, const uint32_t* sampler_fetch_constants,
uint32_t sampler_count) {
used_texture_mask_ = 0;
for (uint32_t i = 0; i < texture_srv_count; ++i) {
TextureSRV& srv = texture_srvs_[i];
const HlslShaderTranslator::TextureSRV& translator_srv = texture_srvs[i];
const DxbcShaderTranslator::TextureSRV& translator_srv = texture_srvs[i];
srv.fetch_constant = translator_srv.fetch_constant;
srv.dimension = translator_srv.dimension;
used_texture_mask_ |= 1u << translator_srv.fetch_constant;
}
texture_srv_count_ = texture_srv_count;
#if 0
// If there's a texture, there's a sampler for it.
used_texture_mask_ = 0;
for (uint32_t i = 0; i < sampler_count; ++i) {
@@ -47,8 +49,8 @@ void D3D12Shader::SetTexturesAndSamplers(
used_texture_mask_ |= 1u << sampler_fetch_constant;
}
sampler_count_ = sampler_count;
}
#endif
}
bool D3D12Shader::DisassembleDXBC() {
if (!host_disassembly_.empty()) {