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vkd3d: Partially implement clears for texture UAVs.
In the long term, we may want to use shaders to clear UAVs. Signed-off-by: Józef Kucia <jkucia@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
0e8fc6e957
commit
b9d7569b8c
@@ -1635,8 +1635,8 @@ static void vkd3d_create_buffer_uav(struct d3d12_desc *descriptor, struct d3d12_
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{
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const struct vkd3d_format *format = vkd3d_get_format(DXGI_FORMAT_R32_UINT, false);
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descriptor->view_offset = desc->u.Buffer.FirstElement * format->byte_count;
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descriptor->view_size = desc->u.Buffer.NumElements * format->byte_count;
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descriptor->uav.buffer.offset = desc->u.Buffer.FirstElement * format->byte_count;
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descriptor->uav.buffer.size = desc->u.Buffer.NumElements * format->byte_count;
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}
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}
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@@ -1691,6 +1691,10 @@ static void vkd3d_create_texture_uav(struct d3d12_desc *descriptor,
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descriptor->magic = VKD3D_DESCRIPTOR_MAGIC_UAV;
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descriptor->vk_descriptor_type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
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descriptor->u.view = view;
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descriptor->uav.texture.miplevel_idx = vkd3d_desc.miplevel_idx;
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descriptor->uav.texture.layer_idx = vkd3d_desc.layer_idx;
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descriptor->uav.texture.layer_count = vkd3d_desc.layer_count;
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}
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void d3d12_desc_create_uav(struct d3d12_desc *descriptor, struct d3d12_device *device,
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