[GPU/WGF] Use ByteAddressBuffer in precompiled shaders

Drivers and hardware may provide more optimal paths for untyped buffers
compared to typed.

Also, ByteAddressBuffer may be bound via a root descriptor in Direct3D 12,
greatly simplifying the binding logic.

ByteAddressBuffer also doesn't have the 128 * 2^20 element count limit that
typed and structured buffers have, and doesn't require the structure stride
to be specified at resource creation time in Direct3D 11.
This commit is contained in:
Triang3l
2026-02-09 21:29:18 +03:00
parent c7f61342d7
commit 80dad41454
211 changed files with 121690 additions and 123176 deletions

View File

@@ -445,20 +445,6 @@ enum class ResolveCopyShaderIndex {
struct ResolveCopyShaderInfo {
// Debug name of the pipeline state object with this shader.
const char* debug_name;
// Whether the EDRAM source needs be bound as a raw buffer (ByteAddressBuffer
// in Direct3D) since it can load different numbers of 32-bit values at once
// on some hardware. If the host API doesn't support raw buffers, a typed
// buffer with source_bpe_log2-byte elements needs to be used instead.
bool source_is_raw;
// Log2 of bytes per element of the type of the EDRAM buffer bound to the
// shader (at least 2).
uint32_t source_bpe_log2;
// Log2 of bytes per element of the type of the destination buffer bound to
// the shader (at least 2 because of the 128 megatexel minimum requirement on
// Direct3D 10+ - D3D12_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP - that
// prevents binding the entire shared memory buffer with smaller element
// sizes).
uint32_t dest_bpe_log2;
// Log2 of number of pixels in a single thread group along X and Y. 64 threads
// per group preferred (GCN lane count).
uint32_t group_size_x_log2, group_size_y_log2;