- Jul 24, 2023
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Buffering of command list commands will depend upon command signatures persisting until the buffer is flushed.
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D3D12 docs are silent on a required lifetime and immediate release works in Windows.
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For correct function it cannot be freed until the command allocator is reset, and d3d12_command_allocator_free_command_buffer() normally does not free it.
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This is the simplest way to gather this information when command lists are executed later.
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- Jul 20, 2023
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Provides a simple way to disable Vulkan writes for non-shader-visible heaps. Also there is a chance of avoiding access to the d3d12_device object which helps memory cache performance.
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Sufficient for compiling a no-op pixel shader.
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- Jul 17, 2023
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It is not spirv-specific and will (presumably) be used for GLSL as well.
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Spotted by Francisco Casas.
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Co-authored-by:
Francisco Casas <fcasas@codeweavers.com>
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We are using the hlsl_ir_var.is_uniform flag to indicate when an object is a uniform copy created from a variable with the HLSL_STORAGE_UNIFORM modifier. We should be checking for this instead of the HLSL_STORAGE_UNIFORM flag which is also set to 1 for the original variables, and there should be no reason to use this flag instead of "is_uniform" after the uniform copies and combined/separated samplers are created.
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This struct is required for handling both whole-variable resources for SM < 5 and single-component resources for SM 5 in the same way, when writting the RDEF block and resource declarations within the shader.
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