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vkd3d: Lay out virtual descriptor heap buffer and image bindings consecutively instead of interleaving them.
Slightly simplifies descriptor write addressing, and makes layouts essentially the same as array layouts, differing only in the binding details, and therefore easier to understand. This also simplifies the addition of storage buffer bindings, which can all be added onto the end.
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Notes:
Henri Verbeet
2024-10-17 17:39:00 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Conor McCarthy (@cmccarthy) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1070
@ -2795,7 +2795,7 @@ static bool vk_write_descriptor_set_from_d3d12_desc(VkWriteDescriptorSet *vk_des
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/* We use separate bindings for buffer and texture SRVs/UAVs.
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* See d3d12_root_signature_init(). For unbounded ranges the
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* descriptors exist in two consecutive sets, otherwise they occur
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* in pairs in one set. */
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* as consecutive ranges within a set. */
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if (range->descriptor_count == UINT_MAX)
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{
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if (vk_descriptor_type != VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
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@ -2807,11 +2807,9 @@ static bool vk_write_descriptor_set_from_d3d12_desc(VkWriteDescriptorSet *vk_des
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}
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else
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{
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if (!use_array)
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vk_descriptor_write->dstBinding = vk_binding + 2 * index;
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if (vk_descriptor_type != VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
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&& vk_descriptor_type != VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER)
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++vk_descriptor_write->dstBinding;
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vk_descriptor_write->dstBinding += use_array ? 1 : range->descriptor_count;
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}
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if (vk_descriptor_type == VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
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@ -930,10 +930,16 @@ static HRESULT d3d12_root_signature_init_descriptor_table_binding(struct d3d12_r
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register_space, range->base_register_idx + i, is_buffer, shader_visibility,
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vk_binding_array_count, context, NULL, NULL)))
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return hr;
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}
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if (descriptor_type != VKD3D_SHADER_DESCRIPTOR_TYPE_SRV && descriptor_type != VKD3D_SHADER_DESCRIPTOR_TYPE_UAV)
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continue;
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if (descriptor_type != VKD3D_SHADER_DESCRIPTOR_TYPE_SRV && descriptor_type != VKD3D_SHADER_DESCRIPTOR_TYPE_UAV)
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{
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context->unbounded_offset = UINT_MAX;
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return S_OK;
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}
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for (i = 0; i < bindings_per_range; ++i)
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{
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if (FAILED(hr = d3d12_root_signature_append_vk_binding(root_signature, descriptor_type,
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register_space, range->base_register_idx + i, false, shader_visibility,
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vk_binding_array_count, context, NULL, NULL)))
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