[D3D12] Don't use switch in shaders on Intel, log GPU name

This commit is contained in:
Triang3l
2018-12-03 16:31:49 +03:00
parent 6824905b78
commit bb53d722f9
6 changed files with 54 additions and 12 deletions

View File

@@ -41,7 +41,10 @@ PipelineCache::PipelineCache(D3D12CommandProcessor* command_processor,
: command_processor_(command_processor),
register_file_(register_file),
edram_rov_used_(edram_rov_used) {
shader_translator_ = std::make_unique<DxbcShaderTranslator>(edram_rov_used_);
auto provider = command_processor_->GetD3D12Context()->GetD3D12Provider();
shader_translator_ = std::make_unique<DxbcShaderTranslator>(
provider->GetAdapterVendorID(), edram_rov_used_);
if (edram_rov_used_) {
depth_only_pixel_shader_ =