[D3D12] Cleanup primitive types and front/back facing

This commit is contained in:
Triang3l
2019-07-13 22:25:03 +03:00
parent a16a746432
commit 4825e69fda
12 changed files with 323 additions and 303 deletions

View File

@@ -49,11 +49,11 @@ class PipelineCache {
// Translates shaders if needed, also making shader info up to date.
bool EnsureShadersTranslated(D3D12Shader* vertex_shader,
D3D12Shader* pixel_shader,
D3D12Shader* pixel_shader, bool tessellated,
PrimitiveType primitive_type);
bool ConfigurePipeline(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
const RenderTargetCache::PipelineRenderTarget render_targets[5],
void** pipeline_handle_out, ID3D12RootSignature** root_signature_out);
@@ -172,10 +172,10 @@ class PipelineCache {
};
bool TranslateShader(D3D12Shader* shader, xenos::xe_gpu_program_cntl_t cntl,
PrimitiveType primitive_type);
bool tessellated, PrimitiveType primitive_type);
bool GetCurrentStateDescription(
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader,
D3D12Shader* vertex_shader, D3D12Shader* pixel_shader, bool tessellated,
PrimitiveType primitive_type, IndexFormat index_format, bool early_z,
const RenderTargetCache::PipelineRenderTarget render_targets[5],
PipelineDescription& description_out);