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| D3D8 | ||
| D3D9 | ||
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| swiftshader.gni |
This cl adds proper storage and update of descriptor sets. The added functionality includes: - The descriptor pool now allocates the proper larger required storage needed to actually store descriptor set data. - Descriptor sets, when allocated, also get initialized with some basic header data (set layout) and also some Descriptor data when available (a.k.a: immutable samplers) - Descriptors are currently bindless, since it is simpler as a first implementation, but can easily be modified, which is intended to be done in the near future. For now, each descriptor set is either a VkDescriptorImageInfo, a VkDescriptorBufferInfo or a VkBufferView - Descriptors can be updated from either a VkWriteDescriptorSet or a VkCopyDescriptorSet structure. The update supports writing to multiple descriptor sets in a single operation and supports array sizes mismatch properly according to the spec Bug b/123244275 Change-Id: I1e0430e0014e26a304632a4b2b10ad0f69b06180 Reviewed-on: https://swiftshader-review.googlesource.com/c/24910Tested-by:Alexis Hétu <sugoi@google.com> Kokoro-Presubmit: kokoro <noreply+kokoro@google.com> Reviewed-by:
Corentin Wallez <cwallez@google.com> Reviewed-by:
Ben Clayton <bclayton@google.com> Reviewed-by:
Nicolas Capens <nicolascapens@google.com>
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