=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: vkd3d: Simplify d3d12_device_GetResourceAllocationInfo().
Alexandre Julliard
julliard at winehq.org
Tue Jan 22 14:43:48 CST 2019
Module: vkd3d
Branch: master
Commit: 8f3db5ecef9fa4367e888edfd089f90beb0e5749
URL: https://source.winehq.org/git/vkd3d.git/?a=commit;h=8f3db5ecef9fa4367e888edfd089f90beb0e5749
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Fri Jan 18 10:25:49 2019 +0100
vkd3d: Simplify d3d12_device_GetResourceAllocationInfo().
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 | 64 ++++++++++++++++++++++++++---------------------------
1 file changed, 31 insertions(+), 33 deletions(-)
diff --git a/libs/vkd3d/device.c b/libs/vkd3d/device.c
index 7a6dcb6..52e7410 100644
--- a/libs/vkd3d/device.c
+++ b/libs/vkd3d/device.c
@@ -2074,11 +2074,10 @@ static D3D12_RESOURCE_ALLOCATION_INFO * STDMETHODCALLTYPE d3d12_device_GetResour
ID3D12Device *iface, D3D12_RESOURCE_ALLOCATION_INFO *info, UINT visible_mask,
UINT count, const D3D12_RESOURCE_DESC *resource_descs)
{
- UINT64 default_alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
struct d3d12_device *device = impl_from_ID3D12Device(iface);
const struct vkd3d_format *format;
const D3D12_RESOURCE_DESC *desc;
- bool valid = true;
+ UINT64 estimated_size;
TRACE("iface %p, info %p, visible_mask 0x%08x, count %u, resource_descs %p.\n",
iface, info, visible_mask, count, resource_descs);
@@ -2099,7 +2098,7 @@ static D3D12_RESOURCE_ALLOCATION_INFO * STDMETHODCALLTYPE d3d12_device_GetResour
if (FAILED(d3d12_resource_validate_desc(desc)))
{
WARN("Invalid resource desc.\n");
- valid = false;
+ goto invalid;
}
if (desc->Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
@@ -2109,58 +2108,57 @@ static D3D12_RESOURCE_ALLOCATION_INFO * STDMETHODCALLTYPE d3d12_device_GetResour
}
else
{
- /* FIXME: Should we support D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT for small MSSA resources? */
- if (desc->SampleDesc.Count != 1)
- default_alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
-
- if (valid && FAILED(vkd3d_get_image_allocation_info(device, desc, info)))
+ if (FAILED(vkd3d_get_image_allocation_info(device, desc, info)))
{
WARN("Failed to get allocation info for texture.\n");
- valid = false;
+ goto invalid;
}
- if (valid && info->Alignment < D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT)
+ if (info->Alignment < D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT)
{
- if ((format = vkd3d_format_from_d3d12_resource_desc(desc, 0)))
+ if (!(format = vkd3d_format_from_d3d12_resource_desc(desc, 0)))
{
- if (desc->Width * desc->Height * desc->DepthOrArraySize * format->byte_count
- > D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT)
- {
- info->Alignment = max(info->Alignment, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT);
- }
- else
- {
- info->Alignment = max(info->Alignment, D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT);
- }
+ WARN("Invalid format %#x.\n", desc->Format);
+ goto invalid;
+ }
+
+ estimated_size = desc->Width * desc->Height * desc->DepthOrArraySize * format->byte_count;
+ if (estimated_size > D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT)
+ {
+ info->Alignment = max(info->Alignment, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT);
}
else
{
- WARN("Invalid format %#x.\n", desc->Format);
- valid = false;
+ info->Alignment = max(info->Alignment, D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT);
}
}
}
- if (valid && desc->Alignment % info->Alignment)
+ if (desc->Alignment % info->Alignment)
{
WARN("Invalid resource alignment %#"PRIx64" (required %#"PRIx64").\n",
desc->Alignment, info->Alignment);
- valid = false;
+ goto invalid;
}
- if (valid)
- {
- info->SizeInBytes = align(info->SizeInBytes, info->Alignment);
- }
- else
- {
- info->SizeInBytes = ~(UINT64)0;
- info->Alignment = default_alignment;
- }
+ info->SizeInBytes = align(info->SizeInBytes, info->Alignment);
TRACE("Size %#"PRIx64", alignment %#"PRIx64".\n", info->SizeInBytes, info->Alignment);
return info;
+
+invalid:
+ info->SizeInBytes = ~(UINT64)0;
+
+ /* FIXME: Should we support D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT for small MSSA resources? */
+ if (desc->SampleDesc.Count != 1)
+ info->Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
+ else
+ info->Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
+
+ TRACE("Alignment %#"PRIx64".\n", info->Alignment);
+
+ return info;
}
static D3D12_HEAP_PROPERTIES * STDMETHODCALLTYPE d3d12_device_GetCustomHeapProperties(ID3D12Device *iface,
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