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VideoBackends: support multiple compute images for some backends (D3D, OGL, Vulkan)
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@ -218,7 +218,7 @@ public:
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// Binds constant buffers/textures/samplers to the compute shader stage.
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// We don't track these explicitly because it's not often-used.
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void SetComputeUAV(ID3D11UnorderedAccessView* uav);
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void SetComputeUAV(u32 index, ID3D11UnorderedAccessView* uav);
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void SetComputeShader(ID3D11ComputeShader* shader);
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void SyncComputeBindings();
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@ -277,9 +277,11 @@ private:
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// Compute resources are synced with the graphics resources when we need them.
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ID3D11Buffer* m_compute_constants = nullptr;
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std::array<ID3D11ShaderResourceView*, 8> m_compute_textures{};
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std::array<ID3D11SamplerState*, 8> m_compute_samplers{};
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ID3D11UnorderedAccessView* m_compute_image = nullptr;
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std::array<ID3D11ShaderResourceView*, VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS>
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m_compute_textures{};
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std::array<ID3D11SamplerState*, VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS> m_compute_samplers{};
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std::array<ID3D11UnorderedAccessView*, VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS>
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m_compute_images{};
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ID3D11ComputeShader* m_compute_shader = nullptr;
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};
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