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| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2021-05-04 10:36:57 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-05-04 10:36:57 -0700 |
| commit | 7d52d3bd8905dfdf3018c41c9cad4685a98eb009 (patch) | |
| tree | 6d98592b88e6bef883ce3708d01348a370228996 /source | |
| parent | 1a4a51301d084dd1c8c5906eb810eb6caf6f3963 (diff) | |
Cleanup work on D3D12 shader object static specialization (#1830)
* Cleanup work on D3D12 shader object static specialization
This builds on PR #1829 in a small way (because that PR adds `getStride()` to Slang type layout reflection). The only relevant changes here are in the `render-d3d12.cpp` file.
The basic idea here is to clean up the D3D12 path to be more in line with the cleanups made for D3D11 and Vulkan. The way that D3D12 shader parameter binding goes through a root signature means that some of the details that were required for those APIs (in particular, tracking both "primary" and "pending" offsets during multiple steps) are not required for the critical-path binding stuff on D3D12.
There is some subtlety to the handling of the "ordinary" data buffer in the `bindAsValue()` case that I don't like, and that I'm not 100% confident I've gotten right. We may find that we have to revisit that logic as we add more tests.
* fixup
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