[D3D12] Persistent shader and PSO storage

This commit is contained in:
Triang3l
2020-03-21 19:21:00 +03:00
parent b1d3fd2ad3
commit cde092ece1
20 changed files with 1112 additions and 203 deletions

View File

@@ -130,6 +130,12 @@ class CommandProcessor {
swap_request_handler_ = fn;
}
// May be called not only from the command processor thread when the command
// processor is paused, and the termination of this function may be explicitly
// awaited.
virtual void InitializeShaderStorage(const std::wstring& storage_root,
uint32_t title_id, bool blocking);
virtual void RequestFrameTrace(const std::wstring& root_path);
virtual void BeginTracing(const std::wstring& root_path);
virtual void EndTracing();