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vkd3d: Simplify checking for render pass compatibility.
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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@ -2415,6 +2415,7 @@ static bool d3d12_command_list_update_current_framebuffer(struct d3d12_command_l
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static bool d3d12_command_list_update_current_pipeline(struct d3d12_command_list *list)
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{
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const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
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VkRenderPass vk_render_pass;
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VkPipeline vk_pipeline;
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if (list->current_pipeline != VK_NULL_HANDLE)
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@ -2427,11 +2428,20 @@ static bool d3d12_command_list_update_current_pipeline(struct d3d12_command_list
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}
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if (!(vk_pipeline = d3d12_pipeline_state_get_or_create_pipeline(list->state,
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list->primitive_topology, list->strides, list->dsv_format, &list->pso_render_pass)))
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list->primitive_topology, list->strides, list->dsv_format, &vk_render_pass)))
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return false;
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if (!list->pso_render_pass)
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list->pso_render_pass = list->state->u.graphics.render_pass;
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if (!vk_render_pass)
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vk_render_pass = list->state->u.graphics.render_pass;
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/* The render pass cache ensures that we use the same Vulkan render pass
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* object for compatible render passes. */
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if (list->pso_render_pass != vk_render_pass)
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{
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list->pso_render_pass = vk_render_pass;
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d3d12_command_list_invalidate_current_framebuffer(list);
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d3d12_command_list_invalidate_current_render_pass(list);
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}
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VK_CALL(vkCmdBindPipeline(list->vk_command_buffer, list->state->vk_bind_point, vk_pipeline));
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list->current_pipeline = vk_pipeline;
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@ -3648,11 +3658,6 @@ static void STDMETHODCALLTYPE d3d12_command_list_SetPipelineState(ID3D12Graphics
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}
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else
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{
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if (!d3d12_pipeline_state_is_render_pass_compatible(list->state, state))
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{
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d3d12_command_list_invalidate_current_framebuffer(list);
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d3d12_command_list_invalidate_current_render_pass(list);
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}
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d3d12_command_list_invalidate_current_pipeline(list);
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}
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@ -2027,28 +2027,6 @@ static unsigned int vkd3d_get_rt_format_swizzle(const struct vkd3d_format *forma
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return VKD3D_NO_SWIZZLE;
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}
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/*
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* This must return results in accordance with render passes created by
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* d3d12_pipeline_state_init_graphics().
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*/
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bool d3d12_pipeline_state_is_render_pass_compatible(const struct d3d12_pipeline_state *state_a,
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const struct d3d12_pipeline_state *state_b)
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{
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const struct d3d12_graphics_pipeline_state *a = &state_a->u.graphics;
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const struct d3d12_graphics_pipeline_state *b = &state_b->u.graphics;
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if (!state_a != !state_b)
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return false;
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if (!state_a && !state_b)
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return true;
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if (state_a->vk_bind_point != VK_PIPELINE_BIND_POINT_GRAPHICS
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|| state_b->vk_bind_point != VK_PIPELINE_BIND_POINT_GRAPHICS)
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return false;
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return a->render_pass == b->render_pass;
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}
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STATIC_ASSERT(sizeof(struct vkd3d_shader_transform_feedback_element) == sizeof(D3D12_SO_DECLARATION_ENTRY));
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static HRESULT d3d12_graphics_pipeline_state_create_render_pass(
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@ -743,8 +743,6 @@ HRESULT d3d12_pipeline_state_create_graphics(struct d3d12_device *device,
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VkPipeline d3d12_pipeline_state_get_or_create_pipeline(struct d3d12_pipeline_state *state,
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D3D12_PRIMITIVE_TOPOLOGY topology, const uint32_t *strides, VkFormat dsv_format,
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VkRenderPass *vk_render_pass) DECLSPEC_HIDDEN;
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bool d3d12_pipeline_state_is_render_pass_compatible(const struct d3d12_pipeline_state *state_a,
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const struct d3d12_pipeline_state *state_b) DECLSPEC_HIDDEN;
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struct d3d12_pipeline_state *unsafe_impl_from_ID3D12PipelineState(ID3D12PipelineState *iface) DECLSPEC_HIDDEN;
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struct vkd3d_buffer
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