[GPU] Dynamic r# count via shader modifications + refactoring

This commit is contained in:
Triang3l
2020-12-19 16:14:54 +03:00
parent b106aa88e6
commit e6fa0ad139
30 changed files with 1684 additions and 1716 deletions

View File

@@ -1334,8 +1334,8 @@ void TextureCache::RequestTextures(uint32_t used_texture_mask) {
bool TextureCache::AreActiveTextureSRVKeysUpToDate(
const TextureSRVKey* keys,
const D3D12Shader::TextureBinding* host_shader_bindings,
uint32_t host_shader_binding_count) const {
for (uint32_t i = 0; i < host_shader_binding_count; ++i) {
size_t host_shader_binding_count) const {
for (size_t i = 0; i < host_shader_binding_count; ++i) {
const TextureSRVKey& key = keys[i];
const TextureBinding& binding =
texture_bindings_[host_shader_bindings[i].fetch_constant];
@@ -1350,8 +1350,8 @@ bool TextureCache::AreActiveTextureSRVKeysUpToDate(
void TextureCache::WriteActiveTextureSRVKeys(
TextureSRVKey* keys,
const D3D12Shader::TextureBinding* host_shader_bindings,
uint32_t host_shader_binding_count) const {
for (uint32_t i = 0; i < host_shader_binding_count; ++i) {
size_t host_shader_binding_count) const {
for (size_t i = 0; i < host_shader_binding_count; ++i) {
TextureSRVKey& key = keys[i];
const TextureBinding& binding =
texture_bindings_[host_shader_bindings[i].fetch_constant];