Commit Graph
13 Commits
Author SHA1 Message Date
baldurk 7aec327133 Implement shader edit & replace for D3D12 2016-10-21 21:44:24 +02:00
baldurk 3e94689089 Add UAVs into UAV list 2016-10-21 21:44:24 +02:00
baldurk 1c3b4dfc94 Add support for SM5.1 bytecode changes - primarily resource arrays 2016-10-21 21:44:24 +02:00
baldurk f756cf363e Remove legacy DXBC padding of cbuffers array. Also stub reg spaces
* Historically there was no bindpoint mapping so it was convenient to
  just pad the cbuffers array so that the elements in it were indexed by
  their bind point. It doesn't make any sense anymore especially with
  D3D12's bind model, so just remove it and roll bind points into a
  struct member.
2016-10-21 21:44:24 +02:00
baldurk c37ee2bb03 Display table index for root sig elements 2016-10-14 09:58:15 +02:00
baldurk 24bc741d8c Root constants are always 'filled' 2016-09-23 12:09:20 +02:00
baldurk 06e6677616 Divide up register spaces by shader stage (namespacing same as DX11) 2016-09-23 11:41:16 +02:00
baldurk 6fdc883388 Make sure to add a note if a resource is not visible 2016-09-22 17:52:25 +02:00
baldurk 5951ed723b Pass resource state data per-resource through for D3D12 2016-09-22 17:05:28 +02:00
baldurk db3181e7bb Implement D3D12 pipeline state, with shader resources 2016-09-22 16:55:41 +02:00
baldurk 0f660e3ec2 Create and fill out D3D12 pipeline state, without shader resources.
* We make shaders into fake resources with IDs, so they can be
  identified individually (for replacement, fetching reflection data,
  and things like that). This is a little but ugly but worth it for the
  simplicity it will provide everywhere else.
2016-09-22 12:05:47 +02:00
baldurk 8b1a26287d Update D3D12 pipeline state to roughly match D3D12 state 2016-09-22 12:05:47 +02:00
baldurk af9017af0a Add D3D12 pipeline state (state and viewer duplicated from D3D11) 2016-09-22 12:05:47 +02:00