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vkd3d: Do not create Vulkan descriptor sets for non-shader-visible heaps.
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Notes:
Alexandre Julliard
2023-07-20 22:58:27 +02:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/272
@ -4425,6 +4425,7 @@ static void d3d12_command_list_set_descriptor_table(struct d3d12_command_list *l
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{
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struct vkd3d_pipeline_bindings *bindings = &list->pipeline_bindings[bind_point];
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const struct d3d12_root_signature *root_signature = bindings->root_signature;
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struct d3d12_descriptor_heap *descriptor_heap;
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struct d3d12_desc *desc;
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assert(root_signature_get_descriptor_table(root_signature, index));
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@ -4435,6 +4436,15 @@ static void d3d12_command_list_set_descriptor_table(struct d3d12_command_list *l
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if (bindings->descriptor_tables[index] == desc)
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return;
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descriptor_heap = d3d12_desc_get_descriptor_heap(desc);
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if (!(descriptor_heap->desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE))
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{
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/* GetGPUDescriptorHandleForHeapStart() returns a null handle in this case,
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* but a CPU handle could be passed. */
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WARN("Descriptor heap %p is not shader visible.\n", descriptor_heap);
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return;
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}
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bindings->descriptor_tables[index] = desc;
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bindings->descriptor_table_dirty_mask |= (uint64_t)1 << index;
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bindings->descriptor_table_active_mask |= (uint64_t)1 << index;
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@ -3970,7 +3970,7 @@ static HRESULT d3d12_descriptor_heap_vk_descriptor_sets_init(struct d3d12_descri
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descriptor_heap->vk_descriptor_pool = VK_NULL_HANDLE;
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memset(descriptor_heap->vk_descriptor_sets, 0, sizeof(descriptor_heap->vk_descriptor_sets));
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if (!device->use_vk_heaps || (desc->Type != D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
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if (!descriptor_heap->use_vk_heaps || (desc->Type != D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
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&& desc->Type != D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER))
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return S_OK;
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@ -4001,7 +4001,7 @@ static HRESULT d3d12_descriptor_heap_init(struct d3d12_descriptor_heap *descript
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if (FAILED(hr = vkd3d_private_store_init(&descriptor_heap->private_store)))
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return hr;
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descriptor_heap->use_vk_heaps = device->use_vk_heaps;
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descriptor_heap->use_vk_heaps = device->use_vk_heaps && (desc->Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE);
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d3d12_descriptor_heap_vk_descriptor_sets_init(descriptor_heap, device, desc);
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vkd3d_mutex_init(&descriptor_heap->vk_sets_mutex);
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