vkd3d: Introduce an enumerant for the mutable descriptor set.

So we avoid hardcoding that it is number zero. There are two
goals here: first making the code easier to understand and
second allow reshuffling the descriptor set allocation in a
later commit.
This commit is contained in:
Giovanni Mascellani 2024-10-18 15:06:48 +02:00 committed by Henri Verbeet
parent 32e6a1bb4d
commit 8d030718ae
Notes: Henri Verbeet 2024-10-23 16:18:40 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1218
4 changed files with 36 additions and 26 deletions

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@ -136,7 +136,8 @@ static HRESULT vkd3d_create_vk_descriptor_heap_layout(struct d3d12_device *devic
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
}; };
if (device->vk_info.EXT_mutable_descriptor_type && index && index != VKD3D_SET_INDEX_UAV_COUNTER if (device->vk_info.EXT_mutable_descriptor_type
&& index != VKD3D_SET_INDEX_MUTABLE && index != VKD3D_SET_INDEX_UAV_COUNTER
&& device->vk_descriptor_heap_layouts[index].applicable_heap_type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV) && device->vk_descriptor_heap_layouts[index].applicable_heap_type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
{ {
device->vk_descriptor_heap_layouts[index].vk_set_layout = VK_NULL_HANDLE; device->vk_descriptor_heap_layouts[index].vk_set_layout = VK_NULL_HANDLE;
@ -144,7 +145,7 @@ static HRESULT vkd3d_create_vk_descriptor_heap_layout(struct d3d12_device *devic
} }
binding.binding = 0; binding.binding = 0;
binding.descriptorType = (device->vk_info.EXT_mutable_descriptor_type && !index) binding.descriptorType = (device->vk_info.EXT_mutable_descriptor_type && index == VKD3D_SET_INDEX_MUTABLE)
? VK_DESCRIPTOR_TYPE_MUTABLE_EXT : device->vk_descriptor_heap_layouts[index].type; ? VK_DESCRIPTOR_TYPE_MUTABLE_EXT : device->vk_descriptor_heap_layouts[index].type;
binding.descriptorCount = device->vk_descriptor_heap_layouts[index].count; binding.descriptorCount = device->vk_descriptor_heap_layouts[index].count;
binding.stageFlags = VK_SHADER_STAGE_ALL; binding.stageFlags = VK_SHADER_STAGE_ALL;
@ -200,14 +201,20 @@ static HRESULT vkd3d_vk_descriptor_heap_layouts_init(struct d3d12_device *device
{ {
static const struct vkd3d_vk_descriptor_heap_layout vk_descriptor_heap_layouts[VKD3D_SET_INDEX_COUNT] = static const struct vkd3d_vk_descriptor_heap_layout vk_descriptor_heap_layouts[VKD3D_SET_INDEX_COUNT] =
{ {
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV}, [VKD3D_SET_INDEX_UNIFORM_BUFFER] =
{VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV}, {VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
{VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, false, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV}, [VKD3D_SET_INDEX_UNIFORM_TEXEL_BUFFER] =
{VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV}, {VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
{VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, false, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV}, [VKD3D_SET_INDEX_SAMPLED_IMAGE] =
{VK_DESCRIPTOR_TYPE_SAMPLER, false, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER}, {VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, false, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
/* UAV counters */ [VKD3D_SET_INDEX_STORAGE_TEXEL_BUFFER] =
{VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV}, {VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
[VKD3D_SET_INDEX_STORAGE_IMAGE] =
{VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, false, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
[VKD3D_SET_INDEX_SAMPLER] =
{VK_DESCRIPTOR_TYPE_SAMPLER, false, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER},
[VKD3D_SET_INDEX_UAV_COUNTER] =
{VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
}; };
const struct vkd3d_device_descriptor_limits *limits = &device->vk_info.descriptor_limits; const struct vkd3d_device_descriptor_limits *limits = &device->vk_info.descriptor_limits;
enum vkd3d_vk_descriptor_set_index set; enum vkd3d_vk_descriptor_set_index set;

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@ -2498,7 +2498,7 @@ static void d3d12_desc_write_vk_heap_null_descriptor(struct d3d12_descriptor_hea
enum vkd3d_vk_descriptor_set_index set, end; enum vkd3d_vk_descriptor_set_index set, end;
unsigned int i = writes->count; unsigned int i = writes->count;
end = device->vk_info.EXT_mutable_descriptor_type ? VKD3D_SET_INDEX_UNIFORM_BUFFER end = device->vk_info.EXT_mutable_descriptor_type ? VKD3D_SET_INDEX_MUTABLE
: VKD3D_SET_INDEX_STORAGE_IMAGE; : VKD3D_SET_INDEX_STORAGE_IMAGE;
/* Binding a shader with the wrong null descriptor type works in Windows. /* Binding a shader with the wrong null descriptor type works in Windows.
* To support that here we must write one to all applicable Vulkan sets. */ * To support that here we must write one to all applicable Vulkan sets. */
@ -4250,7 +4250,8 @@ static HRESULT d3d12_descriptor_heap_create_descriptor_pool(struct d3d12_descrip
if (device->vk_descriptor_heap_layouts[set].applicable_heap_type == desc->Type if (device->vk_descriptor_heap_layouts[set].applicable_heap_type == desc->Type
&& device->vk_descriptor_heap_layouts[set].vk_set_layout) && device->vk_descriptor_heap_layouts[set].vk_set_layout)
{ {
pool_sizes[pool_desc.poolSizeCount].type = (device->vk_info.EXT_mutable_descriptor_type && !set) pool_sizes[pool_desc.poolSizeCount].type =
(device->vk_info.EXT_mutable_descriptor_type && set == VKD3D_SET_INDEX_MUTABLE)
? VK_DESCRIPTOR_TYPE_MUTABLE_EXT : device->vk_descriptor_heap_layouts[set].type; ? VK_DESCRIPTOR_TYPE_MUTABLE_EXT : device->vk_descriptor_heap_layouts[set].type;
pool_sizes[pool_desc.poolSizeCount++].descriptorCount = desc->NumDescriptors; pool_sizes[pool_desc.poolSizeCount++].descriptorCount = desc->NumDescriptors;
} }
@ -4280,11 +4281,12 @@ static HRESULT d3d12_descriptor_heap_create_descriptor_set(struct d3d12_descript
if (!device->vk_descriptor_heap_layouts[set].vk_set_layout) if (!device->vk_descriptor_heap_layouts[set].vk_set_layout)
{ {
/* Set 0 uses mutable descriptors, and this set is unused. */ /* Mutable descriptors are in use, and this set is unused. */
if (!descriptor_heap->vk_descriptor_sets[0].vk_set if (!descriptor_heap->vk_descriptor_sets[VKD3D_SET_INDEX_MUTABLE].vk_set
&& FAILED(hr = d3d12_descriptor_heap_create_descriptor_set(descriptor_heap, device, 0))) && FAILED(hr = d3d12_descriptor_heap_create_descriptor_set(descriptor_heap,
device, VKD3D_SET_INDEX_MUTABLE)))
return hr; return hr;
descriptor_set->vk_set = descriptor_heap->vk_descriptor_sets[0].vk_set; descriptor_set->vk_set = descriptor_heap->vk_descriptor_sets[VKD3D_SET_INDEX_MUTABLE].vk_set;
descriptor_set->vk_type = device->vk_descriptor_heap_layouts[set].type; descriptor_set->vk_type = device->vk_descriptor_heap_layouts[set].type;
return S_OK; return S_OK;
} }

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@ -1016,7 +1016,7 @@ static void vkd3d_descriptor_heap_binding_from_descriptor_range(const struct d3d
} }
else else
{ {
binding->set = 0; binding->set = VKD3D_SET_INDEX_MUTABLE;
descriptor_set_size = descriptor_limits->sampled_image_max_descriptors; descriptor_set_size = descriptor_limits->sampled_image_max_descriptors;
} }
} }
@ -1482,22 +1482,22 @@ static unsigned int d3d12_root_signature_copy_descriptor_set_layouts(const struc
VkDescriptorSetLayout *vk_set_layouts) VkDescriptorSetLayout *vk_set_layouts)
{ {
const struct d3d12_device *device = root_signature->device; const struct d3d12_device *device = root_signature->device;
VkDescriptorSetLayout mutable_layout, vk_set_layout;
enum vkd3d_vk_descriptor_set_index set; enum vkd3d_vk_descriptor_set_index set;
unsigned int i; unsigned int i;
for (i = 0; i < root_signature->vk_set_count; ++i) for (i = 0; i < root_signature->vk_set_count; ++i)
vk_set_layouts[i] = root_signature->descriptor_set_layouts[i].vk_layout; vk_set_layouts[i] = root_signature->descriptor_set_layouts[i].vk_layout;
if (device->use_vk_heaps) if (!device->use_vk_heaps)
{ return i;
VkDescriptorSetLayout mutable_layout = device->vk_descriptor_heap_layouts[0].vk_set_layout;
for (set = 0; set < ARRAY_SIZE(device->vk_descriptor_heap_layouts); ++set) mutable_layout = device->vk_descriptor_heap_layouts[VKD3D_SET_INDEX_MUTABLE].vk_set_layout;
{ for (set = 0; set < ARRAY_SIZE(device->vk_descriptor_heap_layouts); ++set)
VkDescriptorSetLayout vk_set_layout = device->vk_descriptor_heap_layouts[set].vk_set_layout; {
/* All layouts must be valid, so if null, just set it to the mutable one. */ vk_set_layout = device->vk_descriptor_heap_layouts[set].vk_set_layout;
vk_set_layouts[i++] = vk_set_layout ? vk_set_layout : mutable_layout; /* All layouts must be valid, so if null, just set it to the mutable one. */
} vk_set_layouts[i++] = vk_set_layout ? vk_set_layout : mutable_layout;
} }
return i; return i;

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@ -773,6 +773,7 @@ void d3d12_dsv_desc_create_dsv(struct d3d12_dsv_desc *dsv_desc, struct d3d12_dev
enum vkd3d_vk_descriptor_set_index enum vkd3d_vk_descriptor_set_index
{ {
VKD3D_SET_INDEX_UNIFORM_BUFFER = 0, VKD3D_SET_INDEX_UNIFORM_BUFFER = 0,
VKD3D_SET_INDEX_MUTABLE = VKD3D_SET_INDEX_UNIFORM_BUFFER,
VKD3D_SET_INDEX_UNIFORM_TEXEL_BUFFER = 1, VKD3D_SET_INDEX_UNIFORM_TEXEL_BUFFER = 1,
VKD3D_SET_INDEX_SAMPLED_IMAGE = 2, VKD3D_SET_INDEX_SAMPLED_IMAGE = 2,
VKD3D_SET_INDEX_STORAGE_TEXEL_BUFFER = 3, VKD3D_SET_INDEX_STORAGE_TEXEL_BUFFER = 3,