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VideoBackends: support multiple compute images for some backends (D3D, OGL, Vulkan)
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61c45e8d68
commit
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21 changed files with 107 additions and 59 deletions
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@ -49,7 +49,7 @@ public:
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void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
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void SetTexture(u32 index, const AbstractTexture* texture) override;
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void SetSamplerState(u32 index, const SamplerState& state) override;
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void SetComputeImageTexture(AbstractTexture* texture, bool read, bool write) override;
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void SetComputeImageTexture(u32 index, AbstractTexture* texture, bool read, bool write) override;
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void UnbindTexture(const AbstractTexture* texture) override;
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void SetViewport(float x, float y, float width, float height, float near_depth,
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float far_depth) override;
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@ -103,6 +103,8 @@ private:
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std::unique_ptr<GLContext> m_main_gl_context;
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std::unique_ptr<OGLFramebuffer> m_system_framebuffer;
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std::array<const OGLTexture*, VideoCommon::MAX_PIXEL_SHADER_SAMPLERS> m_bound_textures{};
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std::array<const AbstractTexture*, VideoCommon::MAX_COMPUTE_SHADER_SAMPLERS>
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m_bound_image_textures{};
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AbstractTexture* m_bound_image_texture = nullptr;
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RasterizationState m_current_rasterization_state;
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DepthState m_current_depth_state;
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