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vkd3d: Check the IASetVertexBuffers() view count against the device limits.
For example, current MoltenVK only supports 31 vertex buffers.
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Notes:
Henri Verbeet
2024-11-06 23:01:00 +01:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1228
@ -4804,15 +4804,16 @@ static void STDMETHODCALLTYPE d3d12_command_list_IASetVertexBuffers(ID3D12Graphi
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VkDeviceSize offsets[ARRAY_SIZE(list->strides)];
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VkDeviceSize offsets[ARRAY_SIZE(list->strides)];
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const struct vkd3d_vk_device_procs *vk_procs;
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const struct vkd3d_vk_device_procs *vk_procs;
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VkBuffer buffers[ARRAY_SIZE(list->strides)];
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VkBuffer buffers[ARRAY_SIZE(list->strides)];
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struct d3d12_device *device = list->device;
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unsigned int i, stride, max_view_count;
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struct d3d12_resource *resource;
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struct d3d12_resource *resource;
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bool invalidate = false;
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bool invalidate = false;
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unsigned int i, stride;
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TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views);
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TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views);
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vk_procs = &list->device->vk_procs;
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vk_procs = &device->vk_procs;
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null_resources = &list->device->null_resources;
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null_resources = &device->null_resources;
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gpu_va_allocator = &list->device->gpu_va_allocator;
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gpu_va_allocator = &device->gpu_va_allocator;
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if (!vkd3d_bound_range(start_slot, view_count, ARRAY_SIZE(list->strides)))
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if (!vkd3d_bound_range(start_slot, view_count, ARRAY_SIZE(list->strides)))
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{
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{
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@ -4820,6 +4821,27 @@ static void STDMETHODCALLTYPE d3d12_command_list_IASetVertexBuffers(ID3D12Graphi
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return;
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return;
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}
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}
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max_view_count = device->vk_info.device_limits.maxVertexInputBindings;
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if (start_slot < max_view_count)
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max_view_count -= start_slot;
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else
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max_view_count = 0;
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/* Although simply skipping unsupported binding slots isn't especially
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* likely to work well in the general case, applications sometimes
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* explicitly set all 32 vertex buffer bindings slots supported by
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* Direct3D 12, with unused slots set to NULL. "Spider-Man Remastered" is
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* an example of such an application. */
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if (view_count > max_view_count)
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{
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for (i = max_view_count; i < view_count; ++i)
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{
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if (views && views[i].BufferLocation)
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WARN("Ignoring unsupported vertex buffer slot %u.\n", start_slot + i);
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}
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view_count = max_view_count;
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}
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for (i = 0; i < view_count; ++i)
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for (i = 0; i < view_count; ++i)
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{
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{
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if (views && views[i].BufferLocation)
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if (views && views[i].BufferLocation)
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