[D3D12] Fix texture binding hashing

This commit is contained in:
Triang3l
2018-10-04 23:57:08 +03:00
parent 131525e44d
commit d827bbeb6c
4 changed files with 57 additions and 56 deletions

View File

@@ -193,9 +193,7 @@ class D3D12CommandProcessor : public CommandProcessor {
bool UpdateBindings(ID3D12GraphicsCommandList* command_list,
const D3D12Shader* vertex_shader,
const D3D12Shader* pixel_shader,
ID3D12RootSignature* root_signature,
uint64_t new_texture_bindings_hash_vertex,
uint64_t new_texture_bindings_hash_pixel);
ID3D12RootSignature* root_signature);
bool cache_clear_requested_ = false;
@@ -303,7 +301,13 @@ class D3D12CommandProcessor : public CommandProcessor {
uint64_t draw_view_full_update_;
uint64_t draw_sampler_full_update_;
// Hashes of the current texture descriptor layout.
// Whether the last used texture bindings have been written to the current
// view descriptor heap.
bool texture_bindings_written_vertex_;
bool texture_bindings_written_pixel_;
// Hashes of the last texture bindings written to the current view descriptor
// heap with the last used descriptor layout. Valid only when the
// corresponding "written" variables are true.
uint64_t texture_bindings_hash_vertex_;
uint64_t texture_bindings_hash_pixel_;