Pre-compile shaders for math and sampling opcodes during shader debug

* D3D12 math shader was already precompiled, but on D3D11 we now allocate
  everything up front and on D3D12 we also up-front compile sampling.
* The only exception is const offsets which can't be variable, so we cache these
  (likely we'll only see a few variants per shader/capture) and create them on
  demand.
This commit is contained in:
baldurk
2022-06-30 13:51:27 +01:00
parent 8e4b44aed7
commit 9603f5a925
18 changed files with 2222 additions and 1763 deletions
+1
View File
@@ -114,6 +114,7 @@ RESOURCE_pixelhistory_hlsl TYPE_EMBED "hlsl/pixelhistory.hlsl"
RESOURCE_quadoverdraw_hlsl TYPE_EMBED "hlsl/quadoverdraw.hlsl"
RESOURCE_texremap_hlsl TYPE_EMBED "hlsl/texremap.hlsl"
RESOURCE_fixedcol_hlsl TYPE_EMBED "hlsl/fixedcol.hlsl"
RESOURCE_shaderdebug_hlsl TYPE_EMBED "hlsl/shaderdebug.hlsl"
#ifdef RENDERDOC_BAKED_DXC_SHADERS