[PATCH vkd3d 3/3] vkd3d: Add support for UAV counters in pixel shaders.
Henri Verbeet
hverbeet at gmail.com
Fri Jul 16 09:25:42 CDT 2021
On Wed, 14 Jul 2021 at 17:48, Conor McCarthy <cmccarthy at codeweavers.com> wrote:
> @@ -2296,19 +2294,16 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
> hr = hresult_from_vkd3d_result(ret);
> goto fail;
> }
> - for (j = 0; j < shader_info.descriptor_count; ++j)
> + if (FAILED(hr = d3d12_pipeline_state_init_uav_counters(state,
> + device, root_signature, &shader_info, shader_stages[i].stage)))
> {
> - const struct vkd3d_shader_descriptor_info *d = &shader_info.descriptors[j];
> -
> - if (d->type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV
> - && (d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_COUNTER))
> - {
> - FIXME("UAV counters not implemented for graphics pipelines.\n");
> - break;
> - }
> + WARN("Failed to create descriptor set layout for UAV counters, hr %#x.\n", hr);
> + return hr;
> }
> vkd3d_shader_free_scan_descriptor_info(&shader_info);
>
This potentially leaks the input signature and shader modules for
previous stages.
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