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[d3d11] Store used binding mask inside shader objects
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@ -79,6 +79,12 @@ namespace dxvk {
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}
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}
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pDevice->GetDXVKDevice()->registerShader(m_shader);
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pDevice->GetDXVKDevice()->registerShader(m_shader);
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// Write back binding mask
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auto bindings = module.bindings();
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if (bindings)
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m_bindings = *bindings;
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}
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}
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@ -18,7 +18,7 @@
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namespace dxvk {
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namespace dxvk {
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class D3D11Device;
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class D3D11Device;
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/**
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/**
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* \brief Common shader object
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* \brief Common shader object
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*
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*
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@ -52,12 +52,18 @@ namespace dxvk {
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std::string GetName() const {
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std::string GetName() const {
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return m_shader->debugName();
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return m_shader->debugName();
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}
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}
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DxbcBindingMask GetBindingMask() const {
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return m_bindings;
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}
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private:
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private:
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Rc<DxvkShader> m_shader;
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Rc<DxvkShader> m_shader;
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Rc<DxvkBuffer> m_buffer;
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Rc<DxvkBuffer> m_buffer;
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DxbcBindingMask m_bindings = { };
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};
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};
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