Add support for programmable samplers in shaders

This commit is contained in:
Wojtek Figat
2021-06-28 15:56:32 +02:00
parent 971449bef1
commit 3c1fd427eb
31 changed files with 866 additions and 121 deletions

View File

@@ -10,6 +10,7 @@
#include "GPUPipelineStateNull.h"
#include "GPUTimerQueryNull.h"
#include "GPUBufferNull.h"
#include "GPUSamplerNull.h"
#include "GPUSwapChainNull.h"
GPUDeviceNull::GPUDeviceNull()
@@ -66,6 +67,7 @@ bool GPUDeviceNull::Init()
limits.MaximumTexture2DArraySize = 512;
limits.MaximumTexture3DSize = 2048;
limits.MaximumTextureCubeSize = 16384;
limits.MaximumSamplerAnisotropy = 0;
for (int32 i = 0; i < static_cast<int32>(PixelFormat::MAX); i++)
{
@@ -177,6 +179,11 @@ GPUBuffer* GPUDeviceNull::CreateBuffer(const StringView& name)
return New<GPUBufferNull>();
}
GPUSampler* GPUDeviceNull::CreateSampler()
{
return New<GPUSamplerNull>();
}
GPUSwapChain* GPUDeviceNull::CreateSwapChain(Window* window)
{
return New<GPUSwapChainNull>(window);