[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

@@ -200,8 +200,9 @@ void DeferredCommandList::Execute(ID3D12GraphicsCommandList* command_list,
}
} break;
case Command::kSetPipelineStateHandle: {
current_pipeline_state = command_processor_->GetPipelineStateByHandle(
*reinterpret_cast<void* const*>(stream));
current_pipeline_state =
command_processor_->GetD3D12PipelineStateByHandle(
*reinterpret_cast<void* const*>(stream));
if (current_pipeline_state) {
command_list->SetPipelineState(current_pipeline_state);
}