vkd3d: Implement stream output resource barriers naively.

With some tracking we could do better.

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 2019-01-14 17:05:46 +01:00 committed by Alexandre Julliard
parent 1e4f8e39c9
commit d9f8e6dd70

View File

@ -1308,13 +1308,28 @@ static void d3d12_command_list_end_current_render_pass(struct d3d12_command_list
{
VK_CALL(vkCmdEndTransformFeedbackEXT(list->vk_command_buffer, 0, ARRAY_SIZE(list->so_counter_buffers),
list->so_counter_buffers, list->so_counter_buffer_offsets));
list->xfb_enabled = false;
}
if (list->current_render_pass)
VK_CALL(vkCmdEndRenderPass(list->vk_command_buffer));
list->current_render_pass = VK_NULL_HANDLE;
if (list->xfb_enabled)
{
VkMemoryBarrier vk_barrier;
/* We need a barrier between pause and resume. */
vk_barrier.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER;
vk_barrier.pNext = NULL;
vk_barrier.srcAccessMask = VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_WRITE_BIT_EXT;
vk_barrier.dstAccessMask = VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_READ_BIT_EXT;
VK_CALL(vkCmdPipelineBarrier(list->vk_command_buffer,
VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT, VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT, 0,
1, &vk_barrier, 0, NULL, 0, NULL));
list->xfb_enabled = false;
}
}
static void d3d12_command_list_invalidate_current_render_pass(struct d3d12_command_list *list)
@ -1419,8 +1434,14 @@ static bool vk_barrier_parameters_from_d3d12_resource_state(unsigned int state,
return true;
case D3D12_RESOURCE_STATE_STREAM_OUT:
FIXME("Unhandled resource state %#x.\n", state);
return false;
*access_mask = VK_ACCESS_TRANSFORM_FEEDBACK_WRITE_BIT_EXT
| VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_READ_BIT_EXT
| VK_ACCESS_TRANSFORM_FEEDBACK_COUNTER_WRITE_BIT_EXT;
*stage_flags = VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT
| VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT;
if (image_layout)
*image_layout = VK_IMAGE_LAYOUT_UNDEFINED;
return true;
/* Set the Vulkan image layout for read-only states. */
case D3D12_RESOURCE_STATE_DEPTH_READ: