[PATCH vkd3d 10/12] vkd3d: Avoid invalidating graphics pipeline and framebuffer.

Józef Kucia joseph.kucia at gmail.com
Wed Aug 15 06:57:58 CDT 2018


From: Józef Kucia <jkucia at codeweavers.com>

Do not invalidate the current graphics pipeline and the current
framebuffer when a compute pipeline is bound.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 libs/vkd3d/command.c       | 9 ++++++---
 libs/vkd3d/vkd3d_private.h | 5 +++++
 2 files changed, 11 insertions(+), 3 deletions(-)

diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c
index 9455898c07b3..3d57545b20e1 100644
--- a/libs/vkd3d/command.c
+++ b/libs/vkd3d/command.c
@@ -2839,15 +2839,18 @@ static void STDMETHODCALLTYPE d3d12_command_list_SetPipelineState(ID3D12Graphics
     TRACE("iface %p, pipeline_state %p.\n", iface, pipeline_state);
 
     list->state = state;
-    d3d12_command_list_invalidate_current_framebuffer(list);
-    d3d12_command_list_invalidate_current_pipeline(list);
     d3d12_command_list_invalidate_bindings(list, state);
 
-    if (state && state->vk_bind_point == VK_PIPELINE_BIND_POINT_COMPUTE)
+    if (d3d12_pipeline_state_is_compute(state))
     {
         const struct vkd3d_vk_device_procs *vk_procs = &list->device->vk_procs;
         VK_CALL(vkCmdBindPipeline(list->vk_command_buffer, state->vk_bind_point, state->u.compute.vk_pipeline));
     }
+    else
+    {
+        d3d12_command_list_invalidate_current_framebuffer(list);
+        d3d12_command_list_invalidate_current_pipeline(list);
+    }
 }
 
 static void STDMETHODCALLTYPE d3d12_command_list_ResourceBarrier(ID3D12GraphicsCommandList *iface,
diff --git a/libs/vkd3d/vkd3d_private.h b/libs/vkd3d/vkd3d_private.h
index 8efb9304a554..59741684dc38 100644
--- a/libs/vkd3d/vkd3d_private.h
+++ b/libs/vkd3d/vkd3d_private.h
@@ -516,6 +516,11 @@ struct d3d12_pipeline_state
     struct d3d12_device *device;
 };
 
+static inline bool d3d12_pipeline_state_is_compute(const struct d3d12_pipeline_state *state)
+{
+    return state && state->vk_bind_point == VK_PIPELINE_BIND_POINT_COMPUTE;
+}
+
 HRESULT d3d12_pipeline_state_create_compute(struct d3d12_device *device,
         const D3D12_COMPUTE_PIPELINE_STATE_DESC *desc, struct d3d12_pipeline_state **state) DECLSPEC_HIDDEN;
 HRESULT d3d12_pipeline_state_create_graphics(struct d3d12_device *device,
-- 
2.16.4




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