wined3d: Implement indirect Vulkan draws.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2020-05-18 20:22:50 +04:30 committed by Alexandre Julliard
parent eccff1add8
commit 8744ae252a
3 changed files with 26 additions and 4 deletions

View File

@ -1521,6 +1521,7 @@ static void adapter_vk_flush_context(struct wined3d_context *context)
static void adapter_vk_draw_primitive(struct wined3d_device *device,
const struct wined3d_state *state, const struct wined3d_draw_parameters *parameters)
{
struct wined3d_buffer_vk *indirect_vk = NULL;
const struct wined3d_vk_info *vk_info;
struct wined3d_context_vk *context_vk;
VkCommandBuffer vk_command_buffer;
@ -1531,14 +1532,32 @@ static void adapter_vk_draw_primitive(struct wined3d_device *device,
context_vk = wined3d_context_vk(context_acquire(device, NULL, 0));
vk_info = context_vk->vk_info;
if (!(vk_command_buffer = wined3d_context_vk_apply_draw_state(context_vk, state)))
if (parameters->indirect)
indirect_vk = wined3d_buffer_vk(parameters->u.indirect.buffer);
if (!(vk_command_buffer = wined3d_context_vk_apply_draw_state(context_vk, state, indirect_vk)))
{
ERR("Failed to apply draw state.\n");
context_release(&context_vk->c);
return;
}
if (!parameters->indirect && !parameters->indexed)
if (parameters->indirect)
{
struct wined3d_bo_vk *bo = &indirect_vk->bo;
uint32_t stride, size;
if (!parameters->indexed)
{
wined3d_context_vk_reference_bo(context_vk, bo);
size = indirect_vk->b.resource.size - parameters->u.indirect.offset;
stride = sizeof(VkDrawIndirectCommand);
VK_CALL(vkCmdDrawIndirect(vk_command_buffer, bo->vk_buffer,
bo->buffer_offset + parameters->u.indirect.offset, size / stride, stride));
}
}
else if (!parameters->indexed)
{
instance_count = parameters->u.direct.instance_count;
if (context_vk->c.instance_count)

View File

@ -1887,7 +1887,7 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk *
}
VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *context_vk,
const struct wined3d_state *state)
const struct wined3d_state *state, struct wined3d_buffer_vk *indirect_vk)
{
struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device);
const struct wined3d_vk_info *vk_info = context_vk->vk_info;
@ -1950,6 +1950,9 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
wined3d_context_vk_load_shader_resources(context_vk, state, WINED3D_PIPELINE_GRAPHICS);
if (indirect_vk)
wined3d_buffer_load(&indirect_vk->b, &context_vk->c, state);
if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
{
ERR("Failed to get command buffer.\n");

View File

@ -2412,7 +2412,7 @@ VkDeviceMemory wined3d_context_vk_allocate_vram_chunk_memory(struct wined3d_cont
VkCommandBuffer wined3d_context_vk_apply_compute_state(struct wined3d_context_vk *context_vk,
const struct wined3d_state *state, struct wined3d_buffer_vk *indirect_vk) DECLSPEC_HIDDEN;
VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *context_vk,
const struct wined3d_state *state) DECLSPEC_HIDDEN;
const struct wined3d_state *state, struct wined3d_buffer_vk *indirect_vk) DECLSPEC_HIDDEN;
void wined3d_context_vk_cleanup(struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN;
BOOL wined3d_context_vk_create_bo(struct wined3d_context_vk *context_vk, VkDeviceSize size,
VkBufferUsageFlags usage, VkMemoryPropertyFlags memory_type, struct wined3d_bo_vk *bo) DECLSPEC_HIDDEN;