Conor McCarthy : vkd3d-shader/spirv: Use runtime descriptor arrays.
Alexandre Julliard
julliard at winehq.org
Wed Nov 24 15:17:09 CST 2021
Module: vkd3d
Branch: master
Commit: 535d4a78b153de25e114096272de5ef12d4e1dd7
URL: https://source.winehq.org/git/vkd3d.git/?a=commit;h=535d4a78b153de25e114096272de5ef12d4e1dd7
Author: Conor McCarthy <cmccarthy at codeweavers.com>
Date: Wed Nov 24 00:41:33 2021 +1000
vkd3d-shader/spirv: Use runtime descriptor arrays.
Runtime descriptor arrays should be used for descriptor bindings with
a variable count.
Support for SpvCapabilityRuntimeDescriptorArrayEXT is required by the
Vulkan spec as part of descriptor indexing support.
The current implementation depends on a separate array declaration for
each range because binding_base_idx is stored in the array data. This
occurs in practice because binding.count is always different. Use of
runtime arrays eliminates the count from the key, so binding_base_idx
must be separated from the array data.
Signed-off-by: Conor McCarthy <cmccarthy at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
libs/vkd3d-shader/spirv.c | 59 ++++++++++++++++++++++++++++-------------------
1 file changed, 35 insertions(+), 24 deletions(-)
Diff: https://source.winehq.org/git/vkd3d.git/?a=commitdiff;h=535d4a78b153de25e114096272de5ef12d4e1dd7
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