vkd3d: Do not create Vulkan descriptor sets for non-shader-visible heaps.

This commit is contained in:
Conor McCarthy 2023-07-08 18:22:20 +10:00 committed by Alexandre Julliard
parent 9014183100
commit 42d46d2513
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
2 changed files with 12 additions and 2 deletions

View File

@ -4425,6 +4425,7 @@ static void d3d12_command_list_set_descriptor_table(struct d3d12_command_list *l
{
struct vkd3d_pipeline_bindings *bindings = &list->pipeline_bindings[bind_point];
const struct d3d12_root_signature *root_signature = bindings->root_signature;
struct d3d12_descriptor_heap *descriptor_heap;
struct d3d12_desc *desc;
assert(root_signature_get_descriptor_table(root_signature, index));
@ -4435,6 +4436,15 @@ static void d3d12_command_list_set_descriptor_table(struct d3d12_command_list *l
if (bindings->descriptor_tables[index] == desc)
return;
descriptor_heap = d3d12_desc_get_descriptor_heap(desc);
if (!(descriptor_heap->desc.Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE))
{
/* GetGPUDescriptorHandleForHeapStart() returns a null handle in this case,
* but a CPU handle could be passed. */
WARN("Descriptor heap %p is not shader visible.\n", descriptor_heap);
return;
}
bindings->descriptor_tables[index] = desc;
bindings->descriptor_table_dirty_mask |= (uint64_t)1 << index;
bindings->descriptor_table_active_mask |= (uint64_t)1 << index;

View File

@ -3970,7 +3970,7 @@ static HRESULT d3d12_descriptor_heap_vk_descriptor_sets_init(struct d3d12_descri
descriptor_heap->vk_descriptor_pool = VK_NULL_HANDLE;
memset(descriptor_heap->vk_descriptor_sets, 0, sizeof(descriptor_heap->vk_descriptor_sets));
if (!device->use_vk_heaps || (desc->Type != D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
if (!descriptor_heap->use_vk_heaps || (desc->Type != D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV
&& desc->Type != D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER))
return S_OK;
@ -4001,7 +4001,7 @@ static HRESULT d3d12_descriptor_heap_init(struct d3d12_descriptor_heap *descript
if (FAILED(hr = vkd3d_private_store_init(&descriptor_heap->private_store)))
return hr;
descriptor_heap->use_vk_heaps = device->use_vk_heaps;
descriptor_heap->use_vk_heaps = device->use_vk_heaps && (desc->Flags & D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE);
d3d12_descriptor_heap_vk_descriptor_sets_init(descriptor_heap, device, desc);
vkd3d_mutex_init(&descriptor_heap->vk_sets_mutex);