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

@@ -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;