On Fri, 10 Dec 2021 at 06:07, Conor McCarthy <cmccarthy(a)codeweavers.com> wrote:
@@ -4178,11 +4178,24 @@ static void d3d12_command_list_set_descriptor_table(struct d3d12_command_list *l { struct vkd3d_pipeline_bindings *bindings = &list->pipeline_bindings[bind_point]; const struct d3d12_root_signature *root_signature = bindings->root_signature; + const struct d3d12_descriptor_heap *heap; + struct d3d12_desc *desc;
assert(root_signature_get_descriptor_table(root_signature, index));
assert(index < ARRAY_SIZE(bindings->descriptor_tables)); - bindings->descriptor_tables[index] = d3d12_desc_from_gpu_handle(base_descriptor); + desc = d3d12_desc_from_gpu_handle(base_descriptor); + + if (desc && !(heap = vkd3d_gpu_descriptor_allocator_heap_from_descriptor(&list->device->gpu_descriptor_allocator, + desc))) + { + /* Failure to find the heap means the descriptor handle is from the wrong heap type or not a handle at all. */ + ERR("Invalid heap for base descriptor %"PRIx64".\n", base_descriptor.ptr); + /* TODO: Mark list as invalid? */ + return; + } + I suppose we might use the "heap" pointer in future patches, but as far as this patch is concerned, we might as well just call vkd3d_gpu_descriptor_allocator_allocation_from_descriptor().
+struct vkd3d_gpu_descriptor_allocation *vkd3d_gpu_descriptor_allocator_allocation_from_descriptor( + struct vkd3d_gpu_descriptor_allocator *allocator, const struct d3d12_desc *desc) +{ + struct vkd3d_gpu_descriptor_allocation *allocation; + int rc; + + assert(allocator->allocation_count); + Does that assertion make sense? Since we're mostly using this to check for invalid descriptor handles above, I don't think we can assume a descriptor heap would necessarily have been created either.