[D3D12] Use typed buffers for texture untiling, calculate guest address once per thread

This commit is contained in:
Triang3l
2020-07-03 20:03:53 +03:00
parent 1d35ba9ee7
commit 713f26b5c8
169 changed files with 49015 additions and 22864 deletions

View File

@@ -127,6 +127,12 @@ class SharedMemory {
void WriteRawSRVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
void WriteRawUAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle);
// Due to the Nvidia 128 megatexel limitation, the smallest supported formats
// are 32-bit.
void WriteUintPow2SRVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle,
uint32_t element_size_bytes_pow2);
void WriteUintPow2UAVDescriptor(D3D12_CPU_DESCRIPTOR_HANDLE handle,
uint32_t element_size_bytes_pow2);
// Returns true if any downloads were submitted to the command processor.
bool InitializeTraceSubmitDownloads();
@@ -172,7 +178,13 @@ class SharedMemory {
// rather than creation).
enum class BufferDescriptorIndex : uint32_t {
kRawSRV,
kR32UintSRV,
kR32G32UintSRV,
kR32G32B32A32UintSRV,
kRawUAV,
kR32UintUAV,
kR32G32UintUAV,
kR32G32B32A32UintUAV,
kCount,
};