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[d3d11] Add bound compute shader UAV mask

Will be used for efficient hazard tracking.
This commit is contained in:
Philip Rebohle 2019-08-26 17:21:04 +02:00
parent 8208cedfa9
commit 4064dd3737
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GPG Key ID: C8CC613427A31C99
2 changed files with 5 additions and 0 deletions

View File

@ -185,6 +185,8 @@ namespace dxvk {
m_state.cs.unorderedAccessViews[i] = nullptr;
}
m_state.cs.uavMask.clear();
// Default ID state
m_state.id.argBuffer = nullptr;
@ -2478,6 +2480,7 @@ namespace dxvk {
if (m_state.cs.unorderedAccessViews[StartSlot + i] != uav || ctr != ~0u) {
m_state.cs.unorderedAccessViews[StartSlot + i] = uav;
m_state.cs.uavMask.set(StartSlot + i, uav != nullptr);
BindUnorderedAccessView(
uavSlotId + i, uav,

View File

@ -85,6 +85,8 @@ namespace dxvk {
D3D11SamplerBindings samplers;
D3D11ShaderResourceBindings shaderResources;
D3D11UnorderedAccessBindings unorderedAccessViews;
DxvkBindingSet<D3D11_1_UAV_SLOT_COUNT> uavMask = { };
};