D3D: Support state tracking of compute shaders
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e8ff2b2006
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e18c7b1c33
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@ -117,6 +117,14 @@ public:
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m_pending.geometryConstants = buffer;
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}
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void SetComputeConstants(ID3D11Buffer* buffer)
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{
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if (m_current.computeConstants != buffer)
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m_dirtyFlags |= DirtyFlag_ComputeConstants;
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m_pending.computeConstants = buffer;
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}
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void SetVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
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{
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if (m_current.vertexBuffer != buffer || m_current.vertexBufferStride != stride ||
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@ -184,6 +192,14 @@ public:
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m_pending.geometryShader = shader;
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}
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void SetComputeShader(ID3D11ComputeShader* shader)
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{
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if (m_current.computeShader != shader)
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m_dirtyFlags |= DirtyFlag_ComputeShader;
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m_pending.computeShader = shader;
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}
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// removes currently set texture from all slots, returns mask of previously bound slots
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u32 UnsetTexture(ID3D11ShaderResourceView* srv);
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void SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv);
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@ -224,15 +240,17 @@ private:
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DirtyFlag_PixelConstants = 1 << 16,
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DirtyFlag_VertexConstants = 1 << 17,
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DirtyFlag_GeometryConstants = 1 << 18,
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DirtyFlag_ComputeConstants = 1 << 19,
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DirtyFlag_VertexBuffer = 1 << 19,
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DirtyFlag_IndexBuffer = 1 << 20,
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DirtyFlag_VertexBuffer = 1 << 20,
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DirtyFlag_IndexBuffer = 1 << 21,
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DirtyFlag_PixelShader = 1 << 21,
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DirtyFlag_VertexShader = 1 << 22,
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DirtyFlag_GeometryShader = 1 << 23,
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DirtyFlag_PixelShader = 1 << 22,
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DirtyFlag_VertexShader = 1 << 23,
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DirtyFlag_GeometryShader = 1 << 24,
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DirtyFlag_ComputeShader = 1 << 25,
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DirtyFlag_InputAssembler = 1 << 24,
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DirtyFlag_InputAssembler = 1 << 26,
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};
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u32 m_dirtyFlags;
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@ -244,6 +262,7 @@ private:
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std::array<ID3D11Buffer*, 2> pixelConstants;
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ID3D11Buffer* vertexConstants;
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ID3D11Buffer* geometryConstants;
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ID3D11Buffer* computeConstants;
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ID3D11Buffer* vertexBuffer;
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ID3D11Buffer* indexBuffer;
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u32 vertexBufferStride;
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@ -253,6 +272,7 @@ private:
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ID3D11PixelShader* pixelShader;
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ID3D11VertexShader* vertexShader;
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ID3D11GeometryShader* geometryShader;
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ID3D11ComputeShader* computeShader;
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};
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Resources m_pending;
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