[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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