From 13ca6322c73d33049e40d957a6cf03a3ffca7fbd Mon Sep 17 00:00:00 2001 From: David Gow Date: Wed, 9 Mar 2022 23:24:37 +1000 Subject: [PATCH] vkd3d: Handle D3D12_APPEND_ALIGNED_ELEMENT for <4 byte wide elements. In d3d12, input element alignment needs to be the _minimum_ of 4 and the size of the type. See the D3D11 spec, section 4.4.6, which behaves similarly: https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#4.4.6%20Element%20Alignment This is correctly taken into account when generating, e.g., the vertex_buffer_stride_align_mask used for validation, but is not taken into account when D3D12_APPEND_ALIGNED_ELEMENT is used to automatically place input elements. Currently, vkd3d always assumes the alignment is 4. This means that, for example, bytes or shorts should be packed tightly together when D3D12_APPEND_ALIGNED_ELEMENT is used, but are instead padded to 4 bytes. Fixing this makes units appear in Age of Empires IV. Signed-off-by: Conor McCarthy Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- libs/vkd3d/state.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/libs/vkd3d/state.c b/libs/vkd3d/state.c index 0e7800a4..72422897 100644 --- a/libs/vkd3d/state.c +++ b/libs/vkd3d/state.c @@ -2430,9 +2430,9 @@ static HRESULT compute_input_layout_offsets(const struct d3d12_device *device, if (e->AlignedByteOffset != D3D12_APPEND_ALIGNED_ELEMENT) offsets[i] = e->AlignedByteOffset; else - offsets[i] = input_slot_offsets[e->InputSlot]; + offsets[i] = align(input_slot_offsets[e->InputSlot], min(4, format->byte_count)); - input_slot_offsets[e->InputSlot] = align(offsets[i] + format->byte_count, 4); + input_slot_offsets[e->InputSlot] = offsets[i] + format->byte_count; } return S_OK;