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
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@@ -307,7 +307,6 @@ void PaintToolWindow::Update(float dt)
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device->BindComputeShader(wi::renderer::GetShader(wi::enums::CSTYPE_PAINT_TEXTURE), cmd);
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wi::renderer::BindCommonResources(cmd);
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device->BindResource(wi::texturehelper::getWhite(), 0, cmd);
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device->BindUAV(&editTexture, 0, cmd);
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