vkd3d-proton/libs/vkd3d
Józef Kucia 5da59641b0 vkd3d: Share Vulkan render pass objects between D3D12 pipeline states.
For example, World of Warcraft creates 28 render passes for pipeline
state objects instead of 600+ render passes. Other games appears to use
similarly low number of render passes, e.g. 8, 17, 26, 60.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2019-04-30 09:25:34 +02:00
..
command.c vkd3d: Rename d3d12_fence_destroy_vk_semaphores_locked(). 2019-04-24 10:48:27 +02:00
device.c vkd3d: Share Vulkan render pass objects between D3D12 pipeline states. 2019-04-30 09:25:34 +02:00
libvkd3d.pc.in build: Add some standard files. 2016-10-28 12:34:12 +02:00
resource.c vkd3d: Avoid copying empty ranges in d3d12_device_CopyDescriptors(). 2019-04-02 19:33:51 +02:00
state.c vkd3d: Share Vulkan render pass objects between D3D12 pipeline states. 2019-04-30 09:25:34 +02:00
utils.c vkd3d: Implement component mapping for SRVs. 2019-03-22 20:33:09 +01:00
vkd3d.map vkd3d: Add stubs for versioned root signatures. 2019-04-10 18:56:55 +02:00
vkd3d_main.c vkd3d: Prefer versioned root signature structures. 2019-04-25 17:20:21 +02:00
vkd3d_private.h vkd3d: Share Vulkan render pass objects between D3D12 pipeline states. 2019-04-30 09:25:34 +02:00
vulkan_procs.h vkd3d: Enable VK_EXT_descriptor_indexing. 2019-04-02 19:34:01 +02:00