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vkd3d: Do not reset the descriptor heap count unless full or the command list is reset.
The same heaps must be flushed again if the command list is executed again without a reset.
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Notes:
Alexandre Julliard
2023-05-02 22:26:50 +02:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/192
@ -2463,6 +2463,8 @@ static void d3d12_command_list_reset_state(struct d3d12_command_list *list,
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memset(list->so_counter_buffers, 0, sizeof(list->so_counter_buffers));
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memset(list->so_counter_buffer_offsets, 0, sizeof(list->so_counter_buffer_offsets));
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list->descriptor_heap_count = 0;
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ID3D12GraphicsCommandList2_SetPipelineState(iface, initial_pipeline_state);
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}
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@ -3181,7 +3183,6 @@ static void command_list_flush_vk_heap_updates(struct d3d12_command_list *list)
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d3d12_desc_flush_vk_heap_updates_locked(list->descriptor_heaps[i], device);
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vkd3d_mutex_unlock(&list->descriptor_heaps[i]->vk_sets_mutex);
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}
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list->descriptor_heap_count = 0;
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}
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static void d3d12_command_list_bind_descriptor_heap(struct d3d12_command_list *list,
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@ -3215,6 +3216,7 @@ static void d3d12_command_list_bind_descriptor_heap(struct d3d12_command_list *l
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/* Descriptors can be written after binding. */
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FIXME("Flushing descriptor updates while list %p is not closed.\n", list);
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command_list_flush_vk_heap_updates(list);
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list->descriptor_heap_count = 0;
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}
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list->descriptor_heaps[list->descriptor_heap_count++] = heap;
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}
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