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vkd3d: Use Vulkan descriptor arrays if descriptor indexing is available.
Descriptor indexing is required for its partial binding feature. Separate buffer and image descriptor arrays are needed for implementing D3D12 SRV and UAV descriptor ranges, so not all of the Vulkan descriptors will be populated. Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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committed by
Alexandre Julliard
parent
1c96f76afc
commit
9ffe362641
@@ -34635,7 +34635,6 @@ static void test_resource_arrays(void)
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get_cpu_descriptor_handle(&context, heap, ARRAY_SIZE(input_buffers) + i));
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}
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todo
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context.pipeline_state = create_compute_pipeline_state(device, context.root_signature,
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shader_bytecode(cs_code, sizeof(cs_code)));
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if (!context.pipeline_state)
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@@ -34658,7 +34657,6 @@ static void test_resource_arrays(void)
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transition_sub_resource_state(command_list, output_buffers[i], 0,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_buffer_readback_with_command_list(output_buffers[i], DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
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todo_if(i)
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check_readback_data_uint(&rb, NULL, uav_data[i], 0);
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release_resource_readback(&rb);
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reset_command_list(command_list, context.allocator);
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