Remove old shader bindpoint mapping handling entirely

This commit is contained in:
baldurk
2024-04-10 18:58:52 +01:00
parent acc533ec60
commit 205ed0e6fa
53 changed files with 879 additions and 6343 deletions
+7 -7
View File
@@ -259,7 +259,7 @@ rdcarray<Descriptor> Following::GetOutputTargets(ICaptureContext &ctx)
}
else
{
rdcarray<Descriptor> ret = ctx.CurPipelineState().GetOutputTargetDescriptors();
rdcarray<Descriptor> ret = ctx.CurPipelineState().GetOutputTargets();
if(ret.isEmpty() && curAction != NULL && (curAction->flags & ActionFlags::Present))
{
@@ -285,7 +285,7 @@ Descriptor Following::GetDepthTarget(ICaptureContext &ctx)
if(copy || clear || compute)
return Descriptor();
else
return ctx.CurPipelineState().GetDepthTargetDescriptor();
return ctx.CurPipelineState().GetDepthTarget();
}
Descriptor Following::GetDepthResolveTarget(ICaptureContext &ctx)
@@ -296,7 +296,7 @@ Descriptor Following::GetDepthResolveTarget(ICaptureContext &ctx)
if(copy || clear || compute)
return Descriptor();
else
return ctx.CurPipelineState().GetDepthResolveTargetDescriptor();
return ctx.CurPipelineState().GetDepthResolveTarget();
}
rdcarray<UsedDescriptor> Following::GetReadWriteResources(ICaptureContext &ctx, ShaderStage stage,
@@ -315,11 +315,11 @@ rdcarray<UsedDescriptor> Following::GetReadWriteResources(ICaptureContext &ctx,
if(stage != ShaderStage::Pixel && stage != ShaderStage::Compute)
return rdcarray<UsedDescriptor>();
return ctx.CurPipelineState().GetReadWriteDescriptors(ShaderStage::Compute, onlyUsed);
return ctx.CurPipelineState().GetReadWriteResources(ShaderStage::Compute, onlyUsed);
}
else
{
return ctx.CurPipelineState().GetReadWriteDescriptors(stage, onlyUsed);
return ctx.CurPipelineState().GetReadWriteResources(stage, onlyUsed);
}
}
@@ -346,11 +346,11 @@ rdcarray<UsedDescriptor> Following::GetReadOnlyResources(ICaptureContext &ctx, S
if(stage != ShaderStage::Pixel && stage != ShaderStage::Compute)
return rdcarray<UsedDescriptor>();
return ctx.CurPipelineState().GetReadOnlyDescriptors(ShaderStage::Compute, onlyUsed);
return ctx.CurPipelineState().GetReadOnlyResources(ShaderStage::Compute, onlyUsed);
}
else
{
return ctx.CurPipelineState().GetReadOnlyDescriptors(stage, onlyUsed);
return ctx.CurPipelineState().GetReadOnlyResources(stage, onlyUsed);
}
}