[PATCH vkd3d 2/5] vkd3d: Allocate memory for resource if heap memory cannot be used.

Józef Kucia joseph.kucia at gmail.com
Mon Oct 1 06:57:10 CDT 2018


From: Józef Kucia <jkucia at codeweavers.com>

Anvil has additional restrictions for index and vertex buffers.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---

Index and vertex buffers can be allocated only from the 32-bit heap in
Anvil because of a Vertex Fetch cache bug.

---
 libs/vkd3d/resource.c | 5 +++--
 1 file changed, 3 insertions(+), 2 deletions(-)

diff --git a/libs/vkd3d/resource.c b/libs/vkd3d/resource.c
index d6330941127a..68c189ad5bd4 100644
--- a/libs/vkd3d/resource.c
+++ b/libs/vkd3d/resource.c
@@ -1121,9 +1121,10 @@ static HRESULT vkd3d_bind_heap_memory(struct d3d12_device *device,
 
     if (!(requirements.memoryTypeBits & (1u << heap->vk_memory_type)))
     {
-        FIXME("Memory type %u cannot be bound to resource %p (allowed types %#x).\n",
+        FIXME("Memory type %u cannot be bound to resource %p (allowed types %#x), "
+                "allocating device memory.\n",
                 heap->vk_memory_type, resource, requirements.memoryTypeBits);
-        return E_NOTIMPL;
+        return vkd3d_allocate_resource_memory(device, resource, &heap->desc.Properties, heap->desc.Flags);
     }
 
     if (d3d12_resource_is_buffer(resource))
-- 
2.16.4




More information about the wine-devel mailing list