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vkd3d: Improve UMA memory detection.
Some vulkan implementation report 2 memory types with the same VkMemoryPropertyFlags for a device. So check property flags to determine if UMA and CacheCoherentUMA are actually supported by the device. Signed-off-by: Zhiyi Zhang <zzhang@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2098,6 +2098,7 @@ static HRESULT STDMETHODCALLTYPE d3d12_device_CheckFeatureSupport(ID3D12Device *
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D3D12_FEATURE feature, void *feature_data, UINT feature_data_size)
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{
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struct d3d12_device *device = impl_from_ID3D12Device(iface);
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unsigned int i;
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TRACE("iface %p, feature %#x, feature_data %p, feature_data_size %u.\n",
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iface, feature, feature_data, feature_data_size);
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@ -2138,18 +2139,16 @@ static HRESULT STDMETHODCALLTYPE d3d12_device_CheckFeatureSupport(ID3D12Device *
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FIXME("Assuming device does not support tile based rendering.\n");
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data->TileBasedRenderer = FALSE;
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if (device->memory_properties.memoryTypeCount == 1)
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data->UMA = TRUE;
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data->CacheCoherentUMA = TRUE;
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for (i = 0; i < device->memory_properties.memoryTypeCount; ++i)
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{
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TRACE("Assuming cache coherent UMA.\n");
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data->UMA = TRUE;
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data->CacheCoherentUMA = TRUE;
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}
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else
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{
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FIXME("Assuming NUMA.\n");
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data->UMA = FALSE;
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data->CacheCoherentUMA = FALSE;
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if (!(device->memory_properties.memoryTypes[i].propertyFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT))
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data->UMA = FALSE;
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if (!(device->memory_properties.memoryTypes[i].propertyFlags & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT))
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data->CacheCoherentUMA = FALSE;
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}
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TRACE("UMA: %#x CacheCoherentUMA: %#x.\n", data->UMA, data->CacheCoherentUMA);
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return S_OK;
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}
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