On Wed, 14 Jul 2021 at 17:48, Conor McCarthy <cmccarthy(a)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.