We are already branching in the caller, and we need to access the view desc in order to pass partial ranges.
Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- dlls/wined3d/context_vk.c | 11 ++++++++--- dlls/wined3d/wined3d_private.h | 6 ------ 2 files changed, 8 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c index 7a2a9d2bfb3..fa611411285 100644 --- a/dlls/wined3d/context_vk.c +++ b/dlls/wined3d/context_vk.c @@ -3025,6 +3025,8 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk * srv_vk = wined3d_shader_resource_view_vk(srv); if (srv->resource->type == WINED3D_RTYPE_BUFFER) { + buffer_vk = wined3d_buffer_vk(buffer_from_resource(srv->resource)); + if (!srv_vk->view_vk.bo_user.valid) { wined3d_shader_resource_view_vk_update(srv_vk, context_vk); @@ -3033,13 +3035,16 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk * else context_invalidate_compute_state(&context_vk->c, STATE_COMPUTE_SHADER_RESOURCE_BINDING); } - wined3d_buffer_load(buffer_from_resource(srv->resource), &context_vk->c, state); + wined3d_buffer_load(&buffer_vk->b, &context_vk->c, state); + wined3d_buffer_vk_barrier(buffer_vk, context_vk, WINED3D_BIND_SHADER_RESOURCE); } else { - wined3d_texture_load(texture_from_resource(srv->resource), &context_vk->c, FALSE); + struct wined3d_texture_vk *texture_vk = wined3d_texture_vk(texture_from_resource(srv->resource)); + + wined3d_texture_load(&texture_vk->t, &context_vk->c, FALSE); + wined3d_texture_vk_barrier(texture_vk, context_vk, WINED3D_BIND_SHADER_RESOURCE); } - wined3d_shader_resource_view_vk_barrier(srv_vk, context_vk, WINED3D_BIND_SHADER_RESOURCE); break;
case WINED3D_SHADER_DESCRIPTOR_TYPE_UAV: diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index ca85f811673..3a496231fe7 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -5144,12 +5144,6 @@ static inline struct wined3d_shader_resource_view_vk *wined3d_shader_resource_vi return CONTAINING_RECORD(view, struct wined3d_shader_resource_view_vk, v); }
-static inline void wined3d_shader_resource_view_vk_barrier(struct wined3d_shader_resource_view_vk *srv_vk, - struct wined3d_context_vk *context_vk, uint32_t bind_mask) -{ - wined3d_resource_vk_barrier(srv_vk->v.resource, context_vk, bind_mask); -} - void wined3d_shader_resource_view_vk_generate_mipmap(struct wined3d_shader_resource_view_vk *srv_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; HRESULT wined3d_shader_resource_view_vk_init(struct wined3d_shader_resource_view_vk *view_vk,