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Commit Graph

19 Commits

Author SHA1 Message Date
Philip Rebohle
4469ef1ec1
[d3d11] Replace shader debug name with shader key 2018-09-18 10:35:27 +02:00
Philip Rebohle
a078bb947e
[d3d11] Replace D3D11ShaderKey with DxvkShaderKey 2018-09-18 10:35:08 +02:00
Philip Rebohle
e671692886
[d3d10] Implement D3D10Shader 2018-08-13 17:22:42 +02:00
Philip Rebohle
c31e646921
[dxvk] Introduce concept of shader constants
Large constant arrays should be moved to a uniform buffer instead
of being baked directly into the shader code.
2018-07-30 20:29:05 +02:00
Philip Rebohle
7f0f7ac048
[d3d11] Refactor shader binding
This way we can get rid of an unnecessary template and make future
extensions possible.
2018-07-30 19:37:19 +02:00
Philip Rebohle
102591369e
[dxbc] Add DxbcModuleInfo struct
This will be required in the future to pass data from the
application to the shader compiler.
2018-06-23 17:14:35 +02:00
pchome
4a74cd45d5 [clang-tidy] performance-move-const-arg fix (#324)
https://clang.llvm.org/extra/clang-tidy/checks/performance-move-const-arg.html
2018-04-28 14:13:23 +02:00
Philip Rebohle
00a452ed89
[d3d11] Implement DXBC shader module cache
If an application compiles the same shader multiple times, we should reuse
an already existing DxvkShaderModule instead of creating a new one. This
helps keep the number of DxvkGraphicsPipeline objects low in games such
as Rise of the Tomb Raider.
2018-04-06 17:54:02 +02:00
Philip Rebohle
2973c18055 [dxgi/d3d11] Remove COM_QUERY_INTERFACE macro, reset pointers
May fix some crashes in applications that rely on the returned
pointer being set to nullptr before returning.
2018-04-02 12:52:02 +02:00
Philip Rebohle
19d81f1aef [d3d11] Made shader name public for debugging 2018-01-12 00:43:19 +01:00
Philip Rebohle
3fc064f434 [d3d11] Added shader module creation log 2018-01-12 00:06:54 +01:00
Philip Rebohle
f4cd90d6fa [dxbc] Implemented vendor-specific workarounds in an attemt to fix Nvidia 2018-01-07 20:05:27 +01:00
Philip Rebohle
2a266eaad4 [general] Added 32-bit support 2017-12-12 12:50:52 +01:00
Philip Rebohle
f484454854 [d3d11] Device children actually do hold a reference to the device 2017-12-09 15:57:05 +01:00
Philip Rebohle
9e1cf8396b [dxvk] Added environment variable to toggle debug layers 2017-12-08 01:32:02 +01:00
Philip Rebohle
bf17c61579 [d3d11] Implemented shader binding 2017-12-07 10:12:48 +01:00
Philip Rebohle
ddb1627985 [d3d11] D3D11DeviceChild subclasses must not store strong references to their parent device 2017-12-07 00:55:21 +01:00
Philip Rebohle
dece62c70a [d3d11] Implemented basic shader creation methods 2017-12-06 18:54:01 +01:00
Philip Rebohle
8934ab0fc7 [d3d11] Added stubs for shader classes 2017-12-06 14:16:14 +01:00