vkd3d: Allow IASetVertexBuffers() with NULL buffer locations.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-08-21 18:07:59 +02:00 committed by Alexandre Julliard
parent 99a2daedb1
commit 90617d967d

View File

@ -1738,6 +1738,10 @@ static bool d3d12_command_list_update_current_pipeline(struct d3d12_command_list
b->binding = binding;
b->stride = list->strides[binding];
b->inputRate = state->input_rates[binding];
if (!b->stride)
FIXME("Invalid stride for input slot %u.\n", binding);
++binding_count;
}
@ -3430,15 +3434,17 @@ static void STDMETHODCALLTYPE d3d12_command_list_IASetVertexBuffers(ID3D12Graphi
UINT start_slot, UINT view_count, const D3D12_VERTEX_BUFFER_VIEW *views)
{
struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
struct vkd3d_gpu_va_allocator *gpu_va_allocator;
VkDeviceSize offsets[ARRAY_SIZE(list->strides)];
const struct vkd3d_vk_device_procs *vk_procs;
VkBuffer buffers[ARRAY_SIZE(list->strides)];
unsigned int i, first, count, stride;
struct d3d12_resource *resource;
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views);
vk_procs = &list->device->vk_procs;
gpu_va_allocator = &list->device->gpu_va_allocator;
if (start_slot >= ARRAY_SIZE(list->strides) || view_count > ARRAY_SIZE(list->strides) - start_slot)
{
@ -3446,15 +3452,34 @@ static void STDMETHODCALLTYPE d3d12_command_list_IASetVertexBuffers(ID3D12Graphi
return;
}
for (i = 0; i < view_count; ++i)
first = start_slot;
for (i = 0, count = 0; i < view_count; ++i)
{
resource = vkd3d_gpu_va_allocator_dereference(&list->device->gpu_va_allocator, views[i].BufferLocation);
offsets[i] = views[i].BufferLocation - resource->gpu_address;
buffers[i] = resource->u.vk_buffer;
list->strides[start_slot + i] = views[i].StrideInBytes;
if (views[i].BufferLocation)
{
resource = vkd3d_gpu_va_allocator_dereference(gpu_va_allocator, views[i].BufferLocation);
buffers[count] = resource->u.vk_buffer;
offsets[count] = views[i].BufferLocation - resource->gpu_address;
stride = views[i].StrideInBytes;
++count;
}
else
{
if (count)
VK_CALL(vkCmdBindVertexBuffers(list->vk_command_buffer, first, count, buffers, offsets));
stride = 0;
++count;
first += count;
count = 0;
}
list->strides[start_slot + i] = stride;
}
VK_CALL(vkCmdBindVertexBuffers(list->vk_command_buffer, start_slot, view_count, buffers, offsets));
if (count)
VK_CALL(vkCmdBindVertexBuffers(list->vk_command_buffer, first, count, buffers, offsets));
d3d12_command_list_invalidate_current_pipeline(list);
}