[GPU] Common resolve code based on compute shaders, swap MSAA samples 1 and 2, change ROV write rounding, random refactoring

This commit is contained in:
Triang3l
2020-08-09 21:33:10 +03:00
parent 72e41e2bf8
commit bd5f77bc3b
378 changed files with 72288 additions and 37207 deletions

View File

@@ -47,7 +47,7 @@ ID3D12RootSignature* CreateRootSignature(
return root_signature;
}
ID3D12PipelineState* CreateComputePipeline(
ID3D12PipelineState* CreateComputePipelineState(
ID3D12Device* device, const void* shader, size_t shader_size,
ID3D12RootSignature* root_signature) {
D3D12_COMPUTE_PIPELINE_STATE_DESC desc;

View File

@@ -39,10 +39,9 @@ inline bool ReleaseAndNull(T& object) {
ID3D12RootSignature* CreateRootSignature(D3D12Provider* provider,
const D3D12_ROOT_SIGNATURE_DESC& desc);
ID3D12PipelineState* CreateComputePipeline(ID3D12Device* device,
const void* shader,
size_t shader_size,
ID3D12RootSignature* root_signature);
ID3D12PipelineState* CreateComputePipelineState(
ID3D12Device* device, const void* shader, size_t shader_size,
ID3D12RootSignature* root_signature);
constexpr DXGI_FORMAT GetUintPow2DXGIFormat(uint32_t element_size_bytes_log2) {
switch (element_size_bytes_log2) {