D3D: Support state tracking of compute shaders

This commit is contained in:
Stenzek 2018-02-09 23:33:56 +10:00
parent e8ff2b2006
commit e18c7b1c33

View File

@ -117,6 +117,14 @@ public:
m_pending.geometryConstants = buffer;
}
void SetComputeConstants(ID3D11Buffer* buffer)
{
if (m_current.computeConstants != buffer)
m_dirtyFlags |= DirtyFlag_ComputeConstants;
m_pending.computeConstants = buffer;
}
void SetVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
{
if (m_current.vertexBuffer != buffer || m_current.vertexBufferStride != stride ||
@ -184,6 +192,14 @@ public:
m_pending.geometryShader = shader;
}
void SetComputeShader(ID3D11ComputeShader* shader)
{
if (m_current.computeShader != shader)
m_dirtyFlags |= DirtyFlag_ComputeShader;
m_pending.computeShader = shader;
}
// removes currently set texture from all slots, returns mask of previously bound slots
u32 UnsetTexture(ID3D11ShaderResourceView* srv);
void SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv);
@ -224,15 +240,17 @@ private:
DirtyFlag_PixelConstants = 1 << 16,
DirtyFlag_VertexConstants = 1 << 17,
DirtyFlag_GeometryConstants = 1 << 18,
DirtyFlag_ComputeConstants = 1 << 19,
DirtyFlag_VertexBuffer = 1 << 19,
DirtyFlag_IndexBuffer = 1 << 20,
DirtyFlag_VertexBuffer = 1 << 20,
DirtyFlag_IndexBuffer = 1 << 21,
DirtyFlag_PixelShader = 1 << 21,
DirtyFlag_VertexShader = 1 << 22,
DirtyFlag_GeometryShader = 1 << 23,
DirtyFlag_PixelShader = 1 << 22,
DirtyFlag_VertexShader = 1 << 23,
DirtyFlag_GeometryShader = 1 << 24,
DirtyFlag_ComputeShader = 1 << 25,
DirtyFlag_InputAssembler = 1 << 24,
DirtyFlag_InputAssembler = 1 << 26,
};
u32 m_dirtyFlags;
@ -244,6 +262,7 @@ private:
std::array<ID3D11Buffer*, 2> pixelConstants;
ID3D11Buffer* vertexConstants;
ID3D11Buffer* geometryConstants;
ID3D11Buffer* computeConstants;
ID3D11Buffer* vertexBuffer;
ID3D11Buffer* indexBuffer;
u32 vertexBufferStride;
@ -253,6 +272,7 @@ private:
ID3D11PixelShader* pixelShader;
ID3D11VertexShader* vertexShader;
ID3D11GeometryShader* geometryShader;
ID3D11ComputeShader* computeShader;
};
Resources m_pending;