Implement D3D12 pipeline state, with shader resources

This commit is contained in:
baldurk
2016-09-22 16:55:41 +02:00
parent fa6bac0c49
commit db3181e7bb
6 changed files with 2341 additions and 1850 deletions
+9
View File
@@ -970,6 +970,15 @@ namespace renderdocui.Code
{
var bind = s.BindpointMapping.ConstantBlocks[s.ShaderDetails.ConstantBlocks[BufIdx].bindPoint];
if (bind.bindset >= m_D3D12.m_RootSig.Spaces.Length ||
bind.bind >= m_D3D12.m_RootSig.Spaces[bind.bindset].ConstantBuffers.Length)
{
buf = ResourceId.Null;
ByteOffset = 0;
ByteSize = 0;
return;
}
var descriptor = m_D3D12.m_RootSig.Spaces[bind.bindset].ConstantBuffers[bind.bind];
buf = descriptor.Buffer;