Adds compute shaders support and scaling with FSR.

Fixes #6842

Comments By: phosit, Stan
Differential Revision: https://code.wildfiregames.com/D5218
This was SVN commit r28010.
This commit is contained in:
vladislavbelov
2024-01-17 19:40:27 +00:00
parent f9f798158a
commit e3f46bb809
63 changed files with 5337 additions and 118 deletions
@@ -1,4 +1,4 @@
/* Copyright (C) 2023 Wildfire Games.
/* Copyright (C) 2024 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -56,6 +56,11 @@ void CDeviceCommandContext::SetGraphicsPipelineState(
{
}
void CDeviceCommandContext::SetComputePipelineState(
IComputePipelineState*)
{
}
void CDeviceCommandContext::UploadTexture(
ITexture*, const Format, const void*, const size_t,
const uint32_t, const uint32_t)
@@ -185,10 +190,26 @@ void CDeviceCommandContext::DrawIndexedInRange(
{
}
void CDeviceCommandContext::BeginComputePass()
{
}
void CDeviceCommandContext::EndComputePass()
{
}
void CDeviceCommandContext::Dispatch(const uint32_t, const uint32_t, const uint32_t)
{
}
void CDeviceCommandContext::SetTexture(const int32_t, ITexture*)
{
}
void CDeviceCommandContext::SetStorageTexture(const int32_t, ITexture*)
{
}
void CDeviceCommandContext::SetUniform(const int32_t, const float)
{
}