shaderapidx11

use -dxlevel 110 to use it
This commit is contained in:
Totterynine
2021-09-22 18:56:56 +05:00
parent 3c359ed509
commit 2773eae4d7
201 changed files with 44561 additions and 78 deletions

View File

@@ -102,4 +102,10 @@ public:
// virtual const ShaderParamInfo_t& GetParamInfo( int paramIndex ) const = 0;
};
abstract_class IShaderDX11 : public IShader
{
public:
virtual void InitShader(IShaderDevice* pShaderDevice) = 0;
};
#endif // ISHADER_H

View File

@@ -55,8 +55,14 @@ enum
// Internal maximums for sizes. Don't use directly, use IMaterialSystem::GetMaxToRender()
enum
{
INDEX_BUFFER_SIZE = 32768,
DYNAMIC_VERTEX_BUFFER_MEMORY = ( 1024 + 512 ) * 1024,
// DX11FIXME
#ifdef DX11
INDEX_BUFFER_SIZE = 32768 * 2,
DYNAMIC_VERTEX_BUFFER_MEMORY = ( 1024 + 512 ) * 1024 * 2,
#else
INDEX_BUFFER_SIZE = 32768,
DYNAMIC_VERTEX_BUFFER_MEMORY = (1024 + 512) * 1024,
#endif
DYNAMIC_VERTEX_BUFFER_MEMORY_SMALL = 384 * 1024, // Only allocate this much during map transitions
};

View File

@@ -116,7 +116,6 @@ enum PrecompiledShaderType_t
PRECOMPILED_SHADER_TYPE_COUNT,
};
//-----------------------------------------------------------------------------
// Flags field of PrecompiledShader_t
//-----------------------------------------------------------------------------
@@ -125,6 +124,7 @@ enum
// runtime flags
SHADER_IS_ASM = 0x1,
SHADER_FAILED_LOAD = 0x2,
SHADER_DYNAMIC_COMPILE_IS_HLSL = 0x4,
};