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vkd3d: Pass VkImage to vkd3d_allocate_image_memory().
For consistency with vkd3d_allocate_buffer_memory(). Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -501,27 +501,25 @@ HRESULT vkd3d_allocate_buffer_memory(struct d3d12_device *device, VkBuffer vk_bu
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return S_OK;
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}
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static HRESULT vkd3d_allocate_image_memory(struct d3d12_resource *resource, struct d3d12_device *device,
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const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags)
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static HRESULT vkd3d_allocate_image_memory(struct d3d12_device *device, VkImage vk_image,
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const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags,
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VkDeviceMemory *vk_memory)
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{
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const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
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VkMemoryRequirements memory_requirements;
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VkResult vr;
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HRESULT hr;
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assert(D3D12_RESOURCE_DIMENSION_TEXTURE1D <= resource->desc.Dimension
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&& resource->desc.Dimension <= D3D12_RESOURCE_DIMENSION_TEXTURE3D);
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VK_CALL(vkGetImageMemoryRequirements(device->vk_device, resource->u.vk_image, &memory_requirements));
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VK_CALL(vkGetImageMemoryRequirements(device->vk_device, vk_image, &memory_requirements));
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if (FAILED(hr = vkd3d_allocate_device_memory(device, heap_properties, heap_flags,
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&memory_requirements, &resource->vk_memory)))
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&memory_requirements, vk_memory)))
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return hr;
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if ((vr = VK_CALL(vkBindImageMemory(device->vk_device, resource->u.vk_image, resource->vk_memory, 0))) < 0)
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if ((vr = VK_CALL(vkBindImageMemory(device->vk_device, vk_image, *vk_memory, 0))) < 0)
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{
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WARN("Failed to bind memory, vr %d.\n", vr);
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VK_CALL(vkFreeMemory(device->vk_device, resource->vk_memory, NULL));
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resource->vk_memory = VK_NULL_HANDLE;
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VK_CALL(vkFreeMemory(device->vk_device, *vk_memory, NULL));
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*vk_memory = VK_NULL_HANDLE;
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return hresult_from_vk_result(vr);
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}
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@ -977,7 +975,8 @@ static HRESULT d3d12_committed_resource_init(struct d3d12_resource *resource, st
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resource->flags |= VKD3D_RESOURCE_INITIAL_STATE_TRANSITION;
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if (FAILED(hr = vkd3d_create_image(resource, device, heap_properties, heap_flags)))
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return hr;
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if (FAILED(hr = vkd3d_allocate_image_memory(resource, device, heap_properties, heap_flags)))
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if (FAILED(hr = vkd3d_allocate_image_memory(device, resource->u.vk_image,
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heap_properties, heap_flags, &resource->vk_memory)))
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{
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d3d12_resource_destroy(resource, device);
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return hr;
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