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>
This commit is contained in:
Józef Kucia 2018-09-12 15:19:52 +02:00 committed by Alexandre Julliard
parent 0a499012ad
commit 3dd8683ec5

View File

@ -501,27 +501,25 @@ HRESULT vkd3d_allocate_buffer_memory(struct d3d12_device *device, VkBuffer vk_bu
return S_OK;
}
static HRESULT vkd3d_allocate_image_memory(struct d3d12_resource *resource, struct d3d12_device *device,
const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags)
static HRESULT vkd3d_allocate_image_memory(struct d3d12_device *device, VkImage vk_image,
const D3D12_HEAP_PROPERTIES *heap_properties, D3D12_HEAP_FLAGS heap_flags,
VkDeviceMemory *vk_memory)
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VkMemoryRequirements memory_requirements;
VkResult vr;
HRESULT hr;
assert(D3D12_RESOURCE_DIMENSION_TEXTURE1D <= resource->desc.Dimension
&& resource->desc.Dimension <= D3D12_RESOURCE_DIMENSION_TEXTURE3D);
VK_CALL(vkGetImageMemoryRequirements(device->vk_device, resource->u.vk_image, &memory_requirements));
VK_CALL(vkGetImageMemoryRequirements(device->vk_device, vk_image, &memory_requirements));
if (FAILED(hr = vkd3d_allocate_device_memory(device, heap_properties, heap_flags,
&memory_requirements, &resource->vk_memory)))
&memory_requirements, vk_memory)))
return hr;
if ((vr = VK_CALL(vkBindImageMemory(device->vk_device, resource->u.vk_image, resource->vk_memory, 0))) < 0)
if ((vr = VK_CALL(vkBindImageMemory(device->vk_device, vk_image, *vk_memory, 0))) < 0)
{
WARN("Failed to bind memory, vr %d.\n", vr);
VK_CALL(vkFreeMemory(device->vk_device, resource->vk_memory, NULL));
resource->vk_memory = VK_NULL_HANDLE;
VK_CALL(vkFreeMemory(device->vk_device, *vk_memory, NULL));
*vk_memory = VK_NULL_HANDLE;
return hresult_from_vk_result(vr);
}
@ -977,7 +975,8 @@ static HRESULT d3d12_committed_resource_init(struct d3d12_resource *resource, st
resource->flags |= VKD3D_RESOURCE_INITIAL_STATE_TRANSITION;
if (FAILED(hr = vkd3d_create_image(resource, device, heap_properties, heap_flags)))
return hr;
if (FAILED(hr = vkd3d_allocate_image_memory(resource, device, heap_properties, heap_flags)))
if (FAILED(hr = vkd3d_allocate_image_memory(device, resource->u.vk_image,
heap_properties, heap_flags, &resource->vk_memory)))
{
d3d12_resource_destroy(resource, device);
return hr;