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vkd3d: Synchronise concurrent descriptor heap binding by multiple command lists.
It is possible for multiple command lists to use the same heap, and submit it simultaneously to multiple d3d12 queues.
This commit is contained in:
committed by
Alexandre Julliard
parent
fa63da6030
commit
5366ca7001
@@ -3176,7 +3176,11 @@ static void command_list_flush_vk_heap_updates(struct d3d12_command_list *list)
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unsigned int i;
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for (i = 0; i < list->descriptor_heap_count; ++i)
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d3d12_desc_flush_vk_heap_updates(list->descriptor_heaps[i], device);
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{
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vkd3d_mutex_lock(&list->descriptor_heaps[i]->vk_sets_mutex);
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d3d12_desc_flush_vk_heap_updates_locked(list->descriptor_heaps[i], device);
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vkd3d_mutex_unlock(&list->descriptor_heaps[i]->vk_sets_mutex);
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}
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list->descriptor_heap_count = 0;
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}
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@@ -3215,6 +3219,8 @@ static void d3d12_command_list_bind_descriptor_heap(struct d3d12_command_list *l
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list->descriptor_heaps[list->descriptor_heap_count++] = heap;
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}
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vkd3d_mutex_lock(&heap->vk_sets_mutex);
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for (set = 0; set < ARRAY_SIZE(heap->vk_descriptor_sets); ++set)
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{
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VkDescriptorSet vk_descriptor_set = heap->vk_descriptor_sets[set].vk_set;
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@@ -3225,6 +3231,8 @@ static void d3d12_command_list_bind_descriptor_heap(struct d3d12_command_list *l
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VK_CALL(vkCmdBindDescriptorSets(list->vk_command_buffer, bindings->vk_bind_point, rs->vk_pipeline_layout,
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rs->vk_set_count + set, 1, &vk_descriptor_set, 0, NULL));
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}
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vkd3d_mutex_unlock(&heap->vk_sets_mutex);
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}
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static void d3d12_command_list_update_heap_descriptors(struct d3d12_command_list *list,
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