[PATCH vkd3d 3/3] vkd3d: Pass binding offset info to vkd3d-shader for graphics pipelines.
Henri Verbeet
hverbeet at gmail.com
Mon Oct 11 17:49:31 CDT 2021
On Mon, 11 Oct 2021 at 16:23, Conor McCarthy <cmccarthy at codeweavers.com> wrote:
> @@ -2627,6 +2629,16 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
> shader_interface.push_constant_buffer_count = root_signature->root_constant_count;
> shader_interface.combined_samplers = NULL;
> shader_interface.combined_sampler_count = 0;
> + chain_next = &shader_interface.next;
> +
> + if (root_signature->binding_offsets)
> + {
> + shader_interface.next = &offset_info;
> + offset_info.type = VKD3D_SHADER_STRUCTURE_TYPE_BINDING_OFFSET_INFO;
> + offset_info.next = NULL;
> + offset_info.binding_offsets = root_signature->binding_offsets;
> + chain_next = &offset_info.next;
> + }
>
It may be worth introducing a vkd3d equivalent of vk_prepend_struct()
for this kind of thing.
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