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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.
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2023 Wildfire Games.
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/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@@ -56,6 +56,11 @@ void CDeviceCommandContext::SetGraphicsPipelineState(
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{
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}
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void CDeviceCommandContext::SetComputePipelineState(
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IComputePipelineState*)
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{
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}
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void CDeviceCommandContext::UploadTexture(
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ITexture*, const Format, const void*, const size_t,
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const uint32_t, const uint32_t)
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@@ -185,10 +190,26 @@ void CDeviceCommandContext::DrawIndexedInRange(
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{
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}
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void CDeviceCommandContext::BeginComputePass()
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{
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}
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void CDeviceCommandContext::EndComputePass()
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{
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}
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void CDeviceCommandContext::Dispatch(const uint32_t, const uint32_t, const uint32_t)
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{
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}
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void CDeviceCommandContext::SetTexture(const int32_t, ITexture*)
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{
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}
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void CDeviceCommandContext::SetStorageTexture(const int32_t, ITexture*)
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{
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}
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void CDeviceCommandContext::SetUniform(const int32_t, const float)
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{
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}
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