On Thu, 22 Jul 2021 at 03:46, Zebediah Figura <zfigura(a)codeweavers.com> wrote:
+static bool wined3d_context_vk_update_cbv_binding(struct wined3d_context_vk *context_vk, + struct wined3d_shader_descriptor_writes_vk *writes, VkDescriptorSet vk_descriptor_set, + const struct wined3d_state *state, const struct wined3d_shader_resource_binding *binding) +{ + struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); + const VkDescriptorBufferInfo *buffer_info; + struct wined3d_buffer_vk *buffer_vk; + struct wined3d_buffer *buffer; + + if (!(buffer = state->cb[binding->shader_type][binding->resource_idx].buffer)) + return wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, binding->binding_idx, + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, &device_vk->null_resources_vk.buffer_info, NULL, NULL); + + buffer_vk = wined3d_buffer_vk(buffer); + buffer_info = wined3d_buffer_vk_get_buffer_info(buffer_vk); + if (!wined3d_shader_descriptor_writes_vk_add_write(writes, vk_descriptor_set, + binding->binding_idx, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, buffer_info, NULL, NULL)) + return false; + wined3d_context_vk_reference_bo(context_vk, &buffer_vk->bo); + return true; +} + This doesn't actually update "binding" though; the main thing it does is appending a descriptor write to "writes". Would a name like "wined3d_shader_descriptor_writes_vk_add_cbv_write()" make sense to you?