Refactor UAV slots binding when rendering from PS into UAV

This commit is contained in:
Wojtek Figat
2021-10-07 14:15:45 +02:00
parent bdd2dbb719
commit 88cf1bcd28
9 changed files with 38 additions and 116 deletions

View File

@@ -23,14 +23,13 @@ private:
#if GPU_ALLOW_PROFILE_EVENTS
ID3DUserDefinedAnnotation* _userDefinedAnnotations;
#endif
int32 _maxUASlotsForCS;
int32 _maxUASlots;
// Output Merger
bool _omDirtyFlag;
int32 _rtCount;
ID3D11DepthStencilView* _rtDepth;
ID3D11RenderTargetView* _rtHandles[GPU_MAX_RT_BINDED];
ID3D11UnorderedAccessView* _uaOutput;
// Shader Resources
bool _srDirtyFlag;
@@ -113,7 +112,6 @@ public:
void SetRenderTarget(GPUTextureView* rt) override;
void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;
void SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPUTextureView*>& rts) override;
void SetRenderTarget(GPUTextureView* rt, GPUBuffer* uaOutput) override;
void ResetSR() override;
void ResetUA() override;
void ResetCB() override;