vkd3d: Store the vkd3d format in resource objects.

Resource formats are immutable and the format object is static data.
Storing it saves a function call and error check in many locations.
The current implementation for finding a format iterates over the
entire list of formats.

Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Conor McCarthy 2022-01-18 14:52:09 +10:00 committed by Alexandre Julliard
parent 66bc2672a1
commit 1f3ec35138
3 changed files with 5 additions and 8 deletions

View File

@ -2116,17 +2116,10 @@ static void d3d12_command_list_transition_resource_to_initial_state(struct d3d12
const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
const struct vkd3d_vulkan_info *vk_info = &list->device->vk_info;
VkPipelineStageFlags src_stage_mask, dst_stage_mask;
const struct vkd3d_format *format;
VkImageMemoryBarrier barrier;
assert(d3d12_resource_is_texture(resource));
if (!(format = vkd3d_format_from_d3d12_resource_desc(list->device, &resource->desc, 0)))
{
ERR("Resource %p has invalid format %#x.\n", resource, resource->desc.Format);
return;
}
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.pNext = NULL;
@ -2146,7 +2139,7 @@ static void d3d12_command_list_transition_resource_to_initial_state(struct d3d12
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = resource->u.vk_image;
barrier.subresourceRange.aspectMask = format->vk_aspect_mask;
barrier.subresourceRange.aspectMask = resource->format->vk_aspect_mask;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
barrier.subresourceRange.baseArrayLayer = 0;

View File

@ -1778,6 +1778,8 @@ static HRESULT d3d12_resource_init(struct d3d12_resource *resource, struct d3d12
if (FAILED(hr = d3d12_resource_validate_desc(&resource->desc, device)))
return hr;
resource->format = vkd3d_format_from_d3d12_resource_desc(device, desc, 0);
switch (desc->Dimension)
{
case D3D12_RESOURCE_DIMENSION_BUFFER:
@ -2030,6 +2032,7 @@ HRESULT vkd3d_create_image_resource(ID3D12Device *device,
object->refcount = 1;
object->internal_refcount = 1;
object->desc = create_info->desc;
object->format = vkd3d_format_from_d3d12_resource_desc(d3d12_device, &create_info->desc, 0);
object->u.vk_image = create_info->vk_image;
object->flags = VKD3D_RESOURCE_EXTERNAL;
object->flags |= create_info->flags & VKD3D_RESOURCE_PUBLIC_FLAGS;

View File

@ -430,6 +430,7 @@ struct d3d12_resource
LONG internal_refcount;
D3D12_RESOURCE_DESC desc;
const struct vkd3d_format *format;
D3D12_GPU_VIRTUAL_ADDRESS gpu_address;
union