Commit Graph

7 Commits

Author SHA1 Message Date
Triang3l
80dad41454 [GPU/WGF] Use ByteAddressBuffer in precompiled shaders
Drivers and hardware may provide more optimal paths for untyped buffers
compared to typed.

Also, ByteAddressBuffer may be bound via a root descriptor in Direct3D 12,
greatly simplifying the binding logic.

ByteAddressBuffer also doesn't have the 128 * 2^20 element count limit that
typed and structured buffers have, and doesn't require the structure stride
to be specified at resource creation time in Direct3D 11.
2026-02-17 23:28:42 +03:00
Triang3l
efd7ef212a [D3D12] 128 megatexel limit explanation based on the spec [ci skip] 2022-05-31 23:23:10 +03:00
Triang3l
913e1e949c [GPU] Ownership-transfer-based RT cache, 3x3 resolution scaling
The ROV path is also disabled by default because of lower performance
2021-04-26 22:12:09 +03:00
Triang3l
fe9b5b4a8f [D3D12] Cleanup: remove inline 2020-11-14 17:02:09 +03:00
Triang3l
19121130a3 [GPU] SharedMemory: common sparse memory allocation 2020-10-06 21:32:44 +03:00
Triang3l
e0916be5cd [D3D12] Remove SHM EnsureTilesResident declaration 2020-10-03 16:15:25 +03:00
Triang3l
9f404090d3 [GPU] Split SharedMemory into common and D3D12 2020-10-03 16:13:17 +03:00