On Wed, 14 Jul 2021 at 17:48, Conor McCarthy cmccarthy@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.