Commit Graph

14 Commits

Author SHA1 Message Date
Philip Rebohle 102591369e
[dxbc] Add DxbcModuleInfo struct
This will be required in the future to pass data from the
application to the shader compiler.
2018-06-23 17:14:35 +02:00
pchome 4a74cd45d5 [clang-tidy] performance-move-const-arg fix (#324)
https://clang.llvm.org/extra/clang-tidy/checks/performance-move-const-arg.html
2018-04-28 14:13:23 +02:00
Philip Rebohle 00a452ed89
[d3d11] Implement DXBC shader module cache
If an application compiles the same shader multiple times, we should reuse
an already existing DxvkShaderModule instead of creating a new one. This
helps keep the number of DxvkGraphicsPipeline objects low in games such
as Rise of the Tomb Raider.
2018-04-06 17:54:02 +02:00
Philip Rebohle 2973c18055 [dxgi/d3d11] Remove COM_QUERY_INTERFACE macro, reset pointers
May fix some crashes in applications that rely on the returned
pointer being set to nullptr before returning.
2018-04-02 12:52:02 +02:00
Philip Rebohle 19d81f1aef [d3d11] Made shader name public for debugging 2018-01-12 00:43:19 +01:00
Philip Rebohle 3fc064f434 [d3d11] Added shader module creation log 2018-01-12 00:06:54 +01:00
Philip Rebohle f4cd90d6fa [dxbc] Implemented vendor-specific workarounds in an attemt to fix Nvidia 2018-01-07 20:05:27 +01:00
Philip Rebohle 2a266eaad4 [general] Added 32-bit support 2017-12-12 12:50:52 +01:00
Philip Rebohle f484454854 [d3d11] Device children actually do hold a reference to the device 2017-12-09 15:57:05 +01:00
Philip Rebohle 9e1cf8396b [dxvk] Added environment variable to toggle debug layers 2017-12-08 01:32:02 +01:00
Philip Rebohle bf17c61579 [d3d11] Implemented shader binding 2017-12-07 10:12:48 +01:00
Philip Rebohle ddb1627985 [d3d11] D3D11DeviceChild subclasses must not store strong references to their parent device 2017-12-07 00:55:21 +01:00
Philip Rebohle dece62c70a [d3d11] Implemented basic shader creation methods 2017-12-06 18:54:01 +01:00
Philip Rebohle 8934ab0fc7 [d3d11] Added stubs for shader classes 2017-12-06 14:16:14 +01:00