[PATCH v3 4/5] wined3d: Loop over all vertex binding descriptors to gather buffers to bind.

Henri Verbeet hverbeet at gmail.com
Tue Apr 20 12:25:27 CDT 2021


On Tue, 20 Apr 2021 at 15:08, Jan Sikorski <jsikorski at codeweavers.com> wrote:
> Since we're not using the nullDescriptor feature, we need to bind an actual buffer
> for all bindings that are accessed by the shader (VUID-vkCmdDraw-None-04007).
> If there's no buffer set for a stream, bind the null buffer instead.
>
> Signed-off-by: Jan Sikorski <jsikorski at codeweavers.com>
> ---
>  dlls/wined3d/context_vk.c | 34 +++++++++++++++++++++++++---------
>  1 file changed, 25 insertions(+), 9 deletions(-)
>
This seems fine, but one alternative I figured I'd mention would be to
maintain a map of used streams in the wined3d_stream_info structure,
analogous to the existing "use_map" we have for used elements/input
attributes, and then using wined3d_bitmap_get_range() or
wined3d_bit_scan() to iterate over them.



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