Fix descriptors bindings to shaders on D3D12

This commit is contained in:
Wojtek Figat
2021-06-07 13:08:39 +02:00
parent f4c8808d19
commit 39698c7694
11 changed files with 300 additions and 222 deletions

View File

@@ -133,17 +133,16 @@ private:
GPUDeviceDX12* _device;
D3D12_DESCRIPTOR_HEAP_TYPE _type;
uint32 _descriptorsCount;
uint32 _descriptorsCountPerHeap;
bool _shaderVisible;
Array<DescriptorHeapWithSlotsDX12*> _heaps;
Array<DescriptorHeapWithSlotsDX12*, InlinedAllocation<32>> _heaps;
public:
DescriptorHeapPoolDX12(GPUDeviceDX12* device, D3D12_DESCRIPTOR_HEAP_TYPE type, uint32 descriptorsCount, bool shaderVisible);
DescriptorHeapPoolDX12(GPUDeviceDX12* device, D3D12_DESCRIPTOR_HEAP_TYPE type, uint32 descriptorsCountPerHeap, bool shaderVisible);
public:
void Init();
void AllocateSlot(DescriptorHeapWithSlotsDX12*& heap, uint32& slot);
void ReleaseGPU();
};