[d3d11] Store used binding mask inside shader objects

This commit is contained in:
Philip Rebohle 2025-02-18 01:08:28 +01:00
parent 0e6ff26300
commit a319f3b018
2 changed files with 16 additions and 4 deletions

View file

@ -79,6 +79,12 @@ namespace dxvk {
}
pDevice->GetDXVKDevice()->registerShader(m_shader);
// Write back binding mask
auto bindings = module.bindings();
if (bindings)
m_bindings = *bindings;
}

View file

@ -53,11 +53,17 @@ namespace dxvk {
return m_shader->debugName();
}
DxbcBindingMask GetBindingMask() const {
return m_bindings;
}
private:
Rc<DxvkShader> m_shader;
Rc<DxvkBuffer> m_buffer;
DxbcBindingMask m_bindings = { };
};