DX12 custom root signatures (#372)

* dx12: abandoned shader reflection, added support for custom root signatures, removed dxcompiler dependency

* removed dll copies from build scripts

* update

* updates

* updates

* fix

* update

* update

* updates

* added custom root signatures to some passes

* fix

* updates

* comment fix

* allow shaders to not have root signatures, if they are part of a pipeline which has root signature for an other shader

* root signature optimizer

* batched descriptor null initializer

* shader updates

* update

* put the atmospheric sky update to async compute

* improved debug of root constant - push constant data size mismatch

* bitwise root param iteration

* added superluminal perf api

* performance api will be optional

* async updaterenderdata fixes

* fixes

* fixes

* occludee update

* raytraced reflection implementation with ray query instead of rt pipeline

* alwaysactive

* shadercompiler enable old d3dcompiler because why not, it's only loaded on demand now

* removed common sampler api

* root signature simplification

* fixes

* linear allocator fix

* push constants are now immediately set

* fixes

* version

* fix?

* improved descriptor allocator

* default sampler table reduction

* gpu sort lib push constants

* small update

* descriptor allocator safety

* shader compiler refactor

* some optimizations
This commit is contained in:
Turánszki János
2021-12-19 15:53:18 +01:00
committed by GitHub
parent c4c582d739
commit 0fdc67dcd0
89 changed files with 2321 additions and 2708 deletions
-1
View File
@@ -307,7 +307,6 @@ void PaintToolWindow::Update(float dt)
device->BindComputeShader(wi::renderer::GetShader(wi::enums::CSTYPE_PAINT_TEXTURE), cmd);
wi::renderer::BindCommonResources(cmd);
device->BindResource(wi::texturehelper::getWhite(), 0, cmd);
device->BindUAV(&editTexture, 0, cmd);