vkd3d-shader: Introduce API for descriptor array bindings.

We will need this for shader model 5.1 resource arrays. However, for the
time being any count other than '1' is unsupported.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet
2020-08-20 23:39:42 +04:30
committed by Alexandre Julliard
parent 9efcf45d7a
commit d2ffae5900
4 changed files with 49 additions and 7 deletions

View File

@@ -535,6 +535,7 @@ static void d3d12_root_signature_append_vk_binding(struct d3d12_root_signature *
mapping->flags = buffer_descriptor ? VKD3D_SHADER_BINDING_FLAG_BUFFER : VKD3D_SHADER_BINDING_FLAG_IMAGE;
mapping->binding.set = context->set_index;
mapping->binding.binding = context->descriptor_binding++;
mapping->binding.count = 1;
}
static uint32_t d3d12_root_signature_assign_vk_bindings(struct d3d12_root_signature *root_signature,
@@ -1478,6 +1479,7 @@ static HRESULT d3d12_pipeline_state_init_compute_uav_counters(struct d3d12_pipel
state->uav_counters[j].shader_visibility = VKD3D_SHADER_VISIBILITY_COMPUTE;
state->uav_counters[j].binding.set = context.set_index;
state->uav_counters[j].binding.binding = context.descriptor_binding;
state->uav_counters[j].binding.count = 1;
/* FIXME: For the graphics pipeline we have to take the shader
* visibility into account. */
@@ -2954,6 +2956,7 @@ HRESULT vkd3d_uav_clear_state_init(struct vkd3d_uav_clear_state *state, struct d
binding.shader_visibility = VKD3D_SHADER_VISIBILITY_COMPUTE;
binding.binding.set = 0;
binding.binding.binding = 0;
binding.binding.count = 1;
push_constant_range.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
push_constant_range.offset = 0;