Add a backend query to check shader encodings BuildTargetShader allows

* This will allow the backend to specify both the native format (e.g. SPIR-V,
  DXBC) as well as a language it might be able to internally compile (GLSL or
  HLSL).
* The caller will then able to decide for itself whether it wants to compile to
  native format and pass that down, or pass the language down and let it be
  built internally.
* Currently BuildTargetShader still only accepts shader source.
This commit is contained in:
baldurk
2018-08-09 13:22:06 +01:00
parent 8249c9b218
commit a4dfad6e82
16 changed files with 79 additions and 0 deletions
+1
View File
@@ -64,6 +64,7 @@ struct CaptureContextInvoker : ICaptureContext
}
virtual const FrameDescription &FrameInfo() override { return m_Ctx.FrameInfo(); }
virtual const APIProperties &APIProps() override { return m_Ctx.APIProps(); }
virtual rdcarray<ShaderEncoding> TargetShaderEncodings() { return m_Ctx.TargetShaderEncodings(); }
virtual uint32_t CurSelectedEvent() override { return m_Ctx.CurSelectedEvent(); }
virtual uint32_t CurEvent() override { return m_Ctx.CurEvent(); }
virtual const DrawcallDescription *CurSelectedDrawcall() override