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GPU: Remove D3D11 backend and allow D3D12 to ingest DXBC (#11456)
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13 changed files with 6 additions and 8305 deletions
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@ -782,8 +782,8 @@ typedef Uint32 SDL_GPUShaderFormat;
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#define SDL_GPU_SHADERFORMAT_INVALID 0
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#define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */
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#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */
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#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_0 shaders for D3D11. */
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#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL shaders for D3D12. */
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#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */
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#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */
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#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */
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#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */
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@ -2076,15 +2076,7 @@ extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUD
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* - 1: Write-only storage textures, followed by write-only storage buffers
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* - 2: Uniform buffers
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*
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* For DXBC Shader Model 5_0 shaders, use the following register order:
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*
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* - t registers: Sampled textures, followed by read-only storage textures,
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* followed by read-only storage buffers
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* - u registers: Write-only storage textures, followed by write-only storage
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* buffers
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* - b registers: Uniform buffers
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*
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* For DXIL shaders, use the following register order:
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* For DXBC and DXIL shaders, use the following register order:
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*
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* - (t[n], space0): Sampled textures, followed by read-only storage textures,
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* followed by read-only storage buffers
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@ -2172,14 +2164,7 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
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* buffers
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* - 3: Uniform buffers
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*
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* For DXBC Shader Model 5_0 shaders, use the following register order:
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*
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* - t registers: Sampled textures, followed by storage textures, followed by
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* storage buffers
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* - s registers: Samplers with indices corresponding to the sampled textures
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* - b registers: Uniform buffers
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*
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* For DXIL shaders, use the following register order:
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* For DXBC and DXIL shaders, use the following register order:
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*
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* For vertex shaders:
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*
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