[PATCH vkd3d v2 2/5] vkd3d: Implement d3d12_command_list_SetName().

Zhiyi Zhang zzhang at codeweavers.com
Thu Jan 31 21:36:59 CST 2019


Signed-off-by: Zhiyi Zhang <zzhang at codeweavers.com>
---
As Józef pointed out, there is the option of restoring the vulkan object names when command list gets reset.
But then after I implemented it, it seems to much of a hassle. We need to store the name in unicode or
utf8. Then we need a strdup for unicode or a new set vk object method for utf8 names. Finally we also
need a synchronization primitive to protect the name from race conditions. So I decided not to use that approach.
Same for command allocators.

 libs/vkd3d/command.c | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c
index 9af1ec9..abee0e2 100644
--- a/libs/vkd3d/command.c
+++ b/libs/vkd3d/command.c
@@ -1694,9 +1694,9 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_list_SetName(ID3D12GraphicsComman
 {
     struct d3d12_command_list *list = impl_from_ID3D12GraphicsCommandList(iface);
 
-    FIXME("iface %p, name %s stub!\n", iface, debugstr_w(name, list->device->wchar_size));
+    TRACE("iface %p, name %s.\n", iface, debugstr_w(name, list->device->wchar_size));
 
-    return E_NOTIMPL;
+    return name ? S_OK : E_INVALIDARG;
 }
 
 static HRESULT STDMETHODCALLTYPE d3d12_command_list_GetDevice(ID3D12GraphicsCommandList *iface,
-- 
2.15.2 (Apple Git-101.1)





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