RHI: Add Compute Pipeline abstraction with D3D12 and OpenGL support
- Add SetComputeShader/GetComputeShader/HasComputeShader to RHIPipelineState - Add m_computePipelineState for D3D12 compute PSO - Add m_computeProgram/m_computeShader for OpenGL - Fix OpenGLCommandList::DispatchCompute bug (was ignoring x,y,z params) - Fix OpenGLShader::GetID usage in OpenGLPipelineState - Mark Priority 8 as completed in RHI_Design_Issues.md
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@@ -271,11 +271,8 @@ void OpenGLCommandList::DispatchIndirect(unsigned int buffer, size_t offset) {
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glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0);
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}
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void OpenGLCommandList::DispatchCompute(unsigned int x, unsigned int y, unsigned int z, unsigned int groupX, unsigned int groupY, unsigned int groupZ) {
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glDispatchCompute(groupX, groupY, groupZ);
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(void)x;
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(void)y;
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(void)z;
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void OpenGLCommandList::DispatchCompute(unsigned int x, unsigned int y, unsigned int z) {
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glDispatchCompute(x, y, z);
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}
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void OpenGLCommandList::MemoryBarrier(unsigned int barriers) {
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