[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

@@ -43,6 +43,9 @@ class D3D12CommandProcessor : public CommandProcessor {
void ClearCaches() override;
void InitializeShaderStorage(const std::wstring& storage_root,
uint32_t title_id, bool blocking) override;
void RequestFrameTrace(const std::wstring& root_path) override;
void TracePlaybackWroteMemory(uint32_t base_ptr, uint32_t length) override;
@@ -125,10 +128,11 @@ class D3D12CommandProcessor : public CommandProcessor {
// render targets or copying to depth render targets.
void SetSamplePositions(MsaaSamples sample_positions);
// Returns a pipeline with deferred creation by its handle. May return nullptr
// if failed to create the pipeline.
inline ID3D12PipelineState* GetPipelineStateByHandle(void* handle) const {
return pipeline_cache_->GetPipelineStateByHandle(handle);
// Returns a pipeline state object with deferred creation by its handle. May
// return nullptr if failed to create the pipeline state object.
inline ID3D12PipelineState* GetD3D12PipelineStateByHandle(
void* handle) const {
return pipeline_cache_->GetD3D12PipelineStateByHandle(handle);
}
// Sets the current pipeline state to a compute pipeline. This is for cache