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605a02274e
Direct3D 12 resources, buffers in particular, are bound to the pipeline by their GPU virtual address. In Vulkan, these addresses are not visible to the application. We previously handled this by returning the VkBuffer handle as virtual address, but this can't work when the application binds anything other than the resource's base GPU VA. Instead, we allocate ranges of GPU address space and associate resources with it. This uses the (naive) approach of simply allocating subsequent ranges, and never reclaiming them. Eventually we'll have to revisit that. |
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vkd3d | ||
vkd3d-common | ||
vkd3d-shader | ||
vkd3d-utils |