Philip Rebohle
cc8fb3ae1c
vkd3d: Add query resolve shader.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-01-19 14:11:46 +01:00
Philip Rebohle
82d9ba1ebf
vkd3d: Add meta shader to generate predicated draw/dispatch commands.
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The idea is to use indirect draws and dispatches to implement
predication. For predicated indirect draws, we'll use indirect
count.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-27 12:43:39 +01:00
Philip Rebohle
fdd0dbafe4
vkd3d: Add meta compute shader to resolve binary occlusion queries.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-19 22:08:42 +01:00
Philip Rebohle
3e1445eacb
vkd3d: Add meta pipeline to clear raw storage buffers.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Hans-Kristian Arntzen
97d8568f88
meta: Add vert/frag shaders for fullscreen swapchain pass.
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Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-06 13:15:31 +02:00
Joshua Ashton
e09f129064
vkd3d: Use enum for VKD3D_META_COPY_MODE
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Just some extra type-safety.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-09-30 13:00:32 +02:00
Joshua Ashton
2d3df0838a
vkd3d: Use generated shaders
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Now we don't have the autotools path, we can use what we make now.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-09-30 13:00:32 +02:00
Joshua Ashton
5f4c383c1a
vkd3d: Remove _spv suffix from prebuilt shaders
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Matches what we build from glslang in Meson now.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-25 13:51:06 +02:00
Joshua Ashton
61dcb5d0dd
vkd3d: Move shader contents out of header
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This way we can use a glsl generator on them in future in Meson.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-25 13:51:06 +02:00
Philip Rebohle
1cac03c643
vkd3d: Add shaders for shader-based depth <-> color copies.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-22 18:04:29 +02:00
Philip Rebohle
957aec4785
vkd3d: Restore old ClearUnorderedAccessView implementation.
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The current code uses D3D12 abstractions to create pipelines but
issues raw Vulkan API calls to actually implement the functionality,
which means the code makes assumptions about the exact descriptor
set layout and push constant layout, which is generally a bad idea
now that we have multiple code paths for root constants etc.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-16 18:03:39 +02:00
Philip Rebohle
126a789019
vkd3d: Implement d3d12_command_list_ClearUnorderedAccessViewFloat().
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2019-11-25 16:06:59 +01:00