[D3D12] Cleanup: remove inline

This commit is contained in:
Triang3l
2020-11-14 17:02:09 +03:00
parent 6b988d43c7
commit fe9b5b4a8f
8 changed files with 86 additions and 95 deletions

View File

@@ -48,7 +48,7 @@ class D3D12SharedMemory : public SharedMemory {
// UseForReading or UseForWriting.
// Makes the buffer usable for vertices, indices and texture untiling.
inline void UseForReading() {
void UseForReading() {
// Vertex fetch is also allowed in pixel shaders.
CommitUAVWritesAndTransitionBuffer(
D3D12_RESOURCE_STATE_INDEX_BUFFER |
@@ -56,18 +56,18 @@ class D3D12SharedMemory : public SharedMemory {
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
}
// Makes the buffer usable for texture tiling after a resolve.
inline void UseForWriting() {
void UseForWriting() {
CommitUAVWritesAndTransitionBuffer(D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
}
// Makes the buffer usable as a source for copy commands.
inline void UseAsCopySource() {
void UseAsCopySource() {
CommitUAVWritesAndTransitionBuffer(D3D12_RESOURCE_STATE_COPY_SOURCE);
}
// Must be called when doing draws/dispatches modifying data within the shared
// memory buffer as a UAV, to make sure that when UseForWriting is called the
// next time, a UAV barrier will be done, and subsequent overlapping UAV
// writes and reads are ordered.
inline void MarkUAVWritesCommitNeeded() {
void MarkUAVWritesCommitNeeded() {
if (buffer_state_ == D3D12_RESOURCE_STATE_UNORDERED_ACCESS) {
buffer_uav_writes_commit_needed_ = true;
}