[D3D12] Use a single command list for all composition

This commit is contained in:
Triang3l
2018-07-20 17:18:57 +03:00
parent cd1cf3a857
commit 5629a8248e
4 changed files with 23 additions and 39 deletions

View File

@@ -30,9 +30,11 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
bool Initialize();
void Shutdown();
std::unique_ptr<ImmediateTexture> CreateTexture(
uint32_t width, uint32_t height, ImmediateTextureFilter filter,
bool repeat, const uint8_t* data) override;
std::unique_ptr<ImmediateTexture> CreateTexture(uint32_t width,
uint32_t height,
ImmediateTextureFilter filter,
bool repeat,
const uint8_t* data) override;
void UpdateTexture(ImmediateTexture* texture, const uint8_t* data) override;
void Begin(int render_target_width, int render_target_height) override;
@@ -56,7 +58,7 @@ class D3D12ImmediateDrawer : public ImmediateDrawer {
D3D12_CPU_DESCRIPTOR_HANDLE sampler_heap_cpu_start_;
D3D12_GPU_DESCRIPTOR_HANDLE sampler_heap_gpu_start_;
std::unique_ptr<CommandList> command_lists_[D3D12Context::kQueuedFrames] = {};
ID3D12GraphicsCommandList* current_command_list_ = nullptr;
struct SubmittedTextureUpload {
ID3D12Resource* data_resource;