[PATCH vkd3d v5 3/5] vkd3d: Back descriptor heaps with Vulkan descriptor sets if descriptor indexing is available.

Zebediah Figura (she/her) zfigura at codeweavers.com
Sat Mar 12 11:26:54 CST 2022


On 3/11/22 19:59, Conor McCarthy wrote:
> March 11, 2022 8:20 PM, "Henri Verbeet" <hverbeet at gmail.com> wrote:
> 
>> This patch causes tests/texture-load-typed.shader_test to fail for me.
>> VKD3D_CONFIG=virtual_heaps is a workaround.
> 
> The old implementation enforces no constraints on how many descriptor heaps are bound, but this
> patch allows only one heap of each type to be bound, as per the D3D12 spec. The failing test tries to bind 3
> CBV/SRV/UAV heaps. This does work in Windows at least on AMD and Intel, but we can't reasonably support it because bindings will be a mess. One option is to keep virtual heaps as the default and add an option to use Vulkan-backed heaps.
> 

Maybe, but it probably makes more sense just to rewrite the test to not 
use one heap per resource. I only wrote it that way for the sake of 
programming simplicity.

I'll start working on a patch.



More information about the wine-devel mailing list