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Merge pull request #11923 from iwubcode/multi-texture-compute-support
VideoBackends: support multiple compute images for some backends
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@ -61,7 +61,7 @@ public:
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virtual void SetScissorRect(const MathUtil::Rectangle<int>& rc) {}
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virtual void SetTexture(u32 index, const AbstractTexture* texture) {}
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virtual void SetSamplerState(u32 index, const SamplerState& state) {}
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virtual void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) {}
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virtual void SetComputeImageTexture(u32 index, AbstractTexture* texture, bool read, bool write) {}
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virtual void UnbindTexture(const AbstractTexture* texture) {}
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virtual void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth)
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@ -8,4 +8,5 @@
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namespace VideoCommon
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{
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constexpr u32 MAX_PIXEL_SHADER_SAMPLERS = 8;
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}
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constexpr u32 MAX_COMPUTE_SHADER_SAMPLERS = 8;
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} // namespace VideoCommon
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@ -3009,7 +3009,7 @@ bool TextureCacheBase::DecodeTextureOnGPU(RcTcacheEntry& entry, u32 dst_level, c
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aligned_height, src_offset, row_stride / bytes_per_buffer_elem,
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palette_offset};
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g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));
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g_gfx->SetComputeImageTexture(m_decoding_texture.get(), false, true);
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g_gfx->SetComputeImageTexture(0, m_decoding_texture.get(), false, true);
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auto dispatch_groups =
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TextureConversionShaderTiled::GetDispatchCount(info, aligned_width, aligned_height);
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