wined3d: Reference shader resources in wined3d_context_vk_update_descriptors().
Instead of in wined3d_context_vk_load_shader_resources(). Loading resources can end up flushing the current command buffer. There's also no reason to reference the same resource multiple times by the same command buffer. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1379,10 +1379,12 @@ static bool wined3d_context_vk_update_descriptors(struct wined3d_context_vk *con
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const struct wined3d_shader_resource_binding *binding;
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struct wined3d_shader_resource_bindings *bindings;
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struct wined3d_unordered_access_view_vk *uav_vk;
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struct wined3d_shader_resource_view_vk *srv_vk;
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struct wined3d_unordered_access_view *uav;
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const VkDescriptorBufferInfo *buffer_info;
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struct wined3d_shader_resource_view *srv;
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const VkDescriptorImageInfo *image_info;
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struct wined3d_buffer_vk *buffer_vk;
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struct wined3d_resource *resource;
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VkDescriptorSet vk_descriptor_set;
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struct wined3d_view_vk *view_vk;
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@ -1414,10 +1416,12 @@ static bool wined3d_context_vk_update_descriptors(struct wined3d_context_vk *con
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FIXME("NULL constant buffer views not implemented.\n");
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return false;
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}
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buffer_info = wined3d_buffer_vk_get_buffer_info(wined3d_buffer_vk(buffer));
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buffer_vk = wined3d_buffer_vk(buffer);
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buffer_info = wined3d_buffer_vk_get_buffer_info(buffer_vk);
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if (!wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set,
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binding->binding_idx, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, buffer_info, NULL, NULL))
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return false;
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wined3d_context_vk_reference_bo(context_vk, &buffer_vk->bo);
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break;
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case WINED3D_SHADER_DESCRIPTOR_TYPE_SRV:
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@ -1430,7 +1434,8 @@ static bool wined3d_context_vk_update_descriptors(struct wined3d_context_vk *con
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}
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resource = srv->resource;
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view_vk = &wined3d_shader_resource_view_vk(srv)->view_vk;
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srv_vk = wined3d_shader_resource_view_vk(srv);
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view_vk = &srv_vk->view_vk;
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if (resource->type == WINED3D_RTYPE_BUFFER)
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{
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image_info = NULL;
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@ -1452,6 +1457,7 @@ static bool wined3d_context_vk_update_descriptors(struct wined3d_context_vk *con
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if (!wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set,
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binding->binding_idx, type, NULL, image_info, buffer_view))
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return false;
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wined3d_context_vk_reference_shader_resource_view(context_vk, srv_vk);
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break;
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case WINED3D_SHADER_DESCRIPTOR_TYPE_UAV:
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@ -1462,7 +1468,8 @@ static bool wined3d_context_vk_update_descriptors(struct wined3d_context_vk *con
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}
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resource = uav->resource;
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view_vk = &wined3d_unordered_access_view_vk(uav)->view_vk;
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uav_vk = wined3d_unordered_access_view_vk(uav);
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view_vk = &uav_vk->view_vk;
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if (resource->type == WINED3D_RTYPE_BUFFER)
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{
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image_info = NULL;
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@ -1484,6 +1491,7 @@ static bool wined3d_context_vk_update_descriptors(struct wined3d_context_vk *con
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if (!wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set,
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binding->binding_idx, type, NULL, image_info, buffer_view))
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return false;
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wined3d_context_vk_reference_unordered_access_view(context_vk, uav_vk);
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break;
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case WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER:
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@ -1506,6 +1514,7 @@ static bool wined3d_context_vk_update_descriptors(struct wined3d_context_vk *con
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if (!wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding->binding_idx,
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VK_DESCRIPTOR_TYPE_SAMPLER, NULL, &wined3d_sampler_vk(sampler)->vk_image_info, NULL))
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return false;
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wined3d_context_vk_reference_sampler(context_vk, wined3d_sampler_vk(sampler));
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break;
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default:
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@ -1635,7 +1644,6 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk *
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wined3d_buffer_load(buffer, &context_vk->c, state);
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if (!buffer_vk->bo_user.valid)
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context_invalidate_compute_state(&context_vk->c, STATE_COMPUTE_CONSTANT_BUFFER);
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wined3d_context_vk_reference_bo(context_vk, &buffer_vk->bo);
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break;
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case WINED3D_SHADER_DESCRIPTOR_TYPE_SRV:
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@ -1656,7 +1664,6 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk *
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{
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wined3d_texture_load(texture_from_resource(srv->resource), &context_vk->c, FALSE);
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}
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wined3d_context_vk_reference_shader_resource_view(context_vk, srv_vk);
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break;
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case WINED3D_SHADER_DESCRIPTOR_TYPE_UAV:
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@ -1679,7 +1686,6 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk *
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wined3d_texture_load(texture_from_resource(uav->resource), &context_vk->c, FALSE);
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wined3d_unordered_access_view_invalidate_location(uav, ~WINED3D_LOCATION_TEXTURE_RGB);
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}
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wined3d_context_vk_reference_unordered_access_view(context_vk, uav_vk);
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break;
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case WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER:
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@ -1688,7 +1694,6 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk *
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case WINED3D_SHADER_DESCRIPTOR_TYPE_SAMPLER:
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if (!(sampler = state->sampler[binding->shader_type][binding->resource_idx]))
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sampler = context_vk->c.device->null_sampler;
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wined3d_context_vk_reference_sampler(context_vk, wined3d_sampler_vk(sampler));
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break;
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default:
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