wined3d: Implement indirect Vulkan draws.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1521,6 +1521,7 @@ static void adapter_vk_flush_context(struct wined3d_context *context)
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static void adapter_vk_draw_primitive(struct wined3d_device *device,
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const struct wined3d_state *state, const struct wined3d_draw_parameters *parameters)
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{
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struct wined3d_buffer_vk *indirect_vk = NULL;
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const struct wined3d_vk_info *vk_info;
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struct wined3d_context_vk *context_vk;
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VkCommandBuffer vk_command_buffer;
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@ -1531,14 +1532,32 @@ static void adapter_vk_draw_primitive(struct wined3d_device *device,
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context_vk = wined3d_context_vk(context_acquire(device, NULL, 0));
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vk_info = context_vk->vk_info;
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if (!(vk_command_buffer = wined3d_context_vk_apply_draw_state(context_vk, state)))
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if (parameters->indirect)
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indirect_vk = wined3d_buffer_vk(parameters->u.indirect.buffer);
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if (!(vk_command_buffer = wined3d_context_vk_apply_draw_state(context_vk, state, indirect_vk)))
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{
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ERR("Failed to apply draw state.\n");
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context_release(&context_vk->c);
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return;
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}
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if (!parameters->indirect && !parameters->indexed)
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if (parameters->indirect)
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{
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struct wined3d_bo_vk *bo = &indirect_vk->bo;
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uint32_t stride, size;
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if (!parameters->indexed)
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{
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wined3d_context_vk_reference_bo(context_vk, bo);
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size = indirect_vk->b.resource.size - parameters->u.indirect.offset;
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stride = sizeof(VkDrawIndirectCommand);
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VK_CALL(vkCmdDrawIndirect(vk_command_buffer, bo->vk_buffer,
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bo->buffer_offset + parameters->u.indirect.offset, size / stride, stride));
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}
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}
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else if (!parameters->indexed)
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{
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instance_count = parameters->u.direct.instance_count;
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if (context_vk->c.instance_count)
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@ -1887,7 +1887,7 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk *
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}
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VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *context_vk,
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const struct wined3d_state *state)
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const struct wined3d_state *state, struct wined3d_buffer_vk *indirect_vk)
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{
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struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device);
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const struct wined3d_vk_info *vk_info = context_vk->vk_info;
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@ -1950,6 +1950,9 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
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wined3d_context_vk_load_shader_resources(context_vk, state, WINED3D_PIPELINE_GRAPHICS);
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if (indirect_vk)
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wined3d_buffer_load(&indirect_vk->b, &context_vk->c, state);
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if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
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{
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ERR("Failed to get command buffer.\n");
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@ -2412,7 +2412,7 @@ VkDeviceMemory wined3d_context_vk_allocate_vram_chunk_memory(struct wined3d_cont
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VkCommandBuffer wined3d_context_vk_apply_compute_state(struct wined3d_context_vk *context_vk,
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const struct wined3d_state *state, struct wined3d_buffer_vk *indirect_vk) DECLSPEC_HIDDEN;
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VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *context_vk,
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const struct wined3d_state *state) DECLSPEC_HIDDEN;
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const struct wined3d_state *state, struct wined3d_buffer_vk *indirect_vk) DECLSPEC_HIDDEN;
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void wined3d_context_vk_cleanup(struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN;
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BOOL wined3d_context_vk_create_bo(struct wined3d_context_vk *context_vk, VkDeviceSize size,
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VkBufferUsageFlags usage, VkMemoryPropertyFlags memory_type, struct wined3d_bo_vk *bo) DECLSPEC_HIDDEN;
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