[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

@@ -198,15 +198,15 @@ bool PipelineCache::TranslateShader(D3D12Shader* shader,
// TODO(Triang3l): Re-enable this when the DXBC shader translators supports
// textures.
#if 0
uint32_t texture_srv_count, sampler_count;
const HlslShaderTranslator::TextureSRV* texture_srvs =
uint32_t texture_srv_count;
const DxbcShaderTranslator::TextureSRV* texture_srvs =
shader_translator_->GetTextureSRVs(texture_srv_count);
#if 0
uint32_t sampler_count;
const uint32_t* sampler_fetch_constants =
shader_translator_->GetSamplerFetchConstants(sampler_count);
shader->SetTexturesAndSamplers(texture_srvs, texture_srv_count,
sampler_fetch_constants, sampler_count);
#endif
shader->SetTexturesAndSamplers(texture_srvs, texture_srv_count, nullptr, 0);
if (shader->is_valid()) {
XELOGGPU("Generated %s shader (%db) - hash %.16" PRIX64 ":\n%s\n",