[D3D12] Make SHM t0 and textures t1+ in VS as in DXBC SHM will be added first
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@ -229,7 +229,7 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
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range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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range.NumDescriptors = 1;
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range.BaseShaderRegister = 0;
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range.RegisterSpace = 1;
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range.RegisterSpace = 0;
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range.OffsetInDescriptorsFromTableStart = 0;
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}
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@ -277,7 +277,7 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
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parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
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range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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range.NumDescriptors = vertex_texture_count;
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range.BaseShaderRegister = 0;
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range.BaseShaderRegister = 1;
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range.RegisterSpace = 0;
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range.OffsetInDescriptorsFromTableStart = 0;
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++desc.NumParameters;
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@ -228,9 +228,10 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
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srv_name_suffix = "2d";
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break;
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}
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source.AppendFormat(
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"Texture%s<float4> xe_texture%u_%s : register(t%u, space0);\n",
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srv_type_dimension, srv.fetch_constant, srv_name_suffix, i);
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// t0 is shared memory in vertex shaders.
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source.AppendFormat("Texture%s<float4> xe_texture%u_%s : register(t%u);\n",
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srv_type_dimension, srv.fetch_constant, srv_name_suffix,
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i + (is_vertex_shader() ? 1 : 0));
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}
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for (uint32_t i = 0; i < sampler_count_; ++i) {
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source.AppendFormat("SamplerState xe_sampler%u : register(s%u);\n",
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@ -250,7 +251,7 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
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// -1 point size means the geometry shader will use the global setting by
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// default.
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source.AppendFormat(
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"ByteAddressBuffer xe_shared_memory : register(t0, space1);\n"
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"ByteAddressBuffer xe_shared_memory : register(t0);\n"
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"\n"
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"#define XE_BYTE_SWAP_OVERLOAD(XeByteSwapType) \\\n"
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"XeByteSwapType XeByteSwap(XeByteSwapType v, uint endian) { \\\n"
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