=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: vkd3d: Share Vulkan render pass objects between D3D12 pipeline states.

Alexandre Julliard julliard at winehq.org
Tue Apr 30 02:57:09 CDT 2019


Module: vkd3d
Branch: master
Commit: 5da59641b038dbe1cf5f2ea4fdb15d051e6f70d7
URL:    https://source.winehq.org/git/vkd3d.git/?a=commit;h=5da59641b038dbe1cf5f2ea4fdb15d051e6f70d7

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Mon Apr 29 11:38:13 2019 +0200

vkd3d: Share Vulkan render pass objects between D3D12 pipeline states.

For example, World of Warcraft creates 28 render passes for pipeline
state objects instead of 600+ render passes. Other games appears to use
similarly low number of render passes, e.g. 8, 17, 26, 60.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 libs/vkd3d/device.c        |   6 +-
 libs/vkd3d/state.c         | 260 ++++++++++++++++++++++++++++++++++++++-------
 libs/vkd3d/vkd3d_private.h |  30 +++++-
 3 files changed, 254 insertions(+), 42 deletions(-)

Diff:   https://source.winehq.org/git/vkd3d.git/?a=commitdiff;h=5da59641b038dbe1cf5f2ea4fdb15d051e6f70d7



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