A typical case would be between using a texture as render target and using it as a shader resource.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/buffer.c | 31 ++++++++++++++++++++++++++++ dlls/wined3d/context_vk.c | 34 +++++++++++++++++++++++-------- dlls/wined3d/resource.c | 24 +++++++++++++++++++++- dlls/wined3d/swapchain.c | 1 + dlls/wined3d/texture.c | 37 ++++++++++++++++++++-------------- dlls/wined3d/wined3d_private.h | 34 +++++++++++++++++++++++++++++++ 6 files changed, 137 insertions(+), 24 deletions(-)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index 088697a57d5..ad5a7680457 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -1561,6 +1561,37 @@ HRESULT wined3d_buffer_vk_init(struct wined3d_buffer_vk *buffer_vk, struct wined return wined3d_buffer_init(&buffer_vk->b, device, desc, data, parent, parent_ops, &wined3d_buffer_vk_ops); }
+void wined3d_buffer_vk_barrier(struct wined3d_buffer_vk *buffer_vk, + struct wined3d_context_vk *context_vk, uint32_t bind_mask) +{ + TRACE("buffer_vk %p, context_vk %p, bind_mask %s.\n", + buffer_vk, context_vk, wined3d_debug_bind_flags(bind_mask)); + + if (buffer_vk->bind_mask && buffer_vk->bind_mask != bind_mask) + { + const struct wined3d_vk_info *vk_info = context_vk->vk_info; + VkBufferMemoryBarrier vk_barrier; + + TRACE(" %s -> %s.\n", + wined3d_debug_bind_flags(buffer_vk->bind_mask), wined3d_debug_bind_flags(bind_mask)); + + vk_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER; + vk_barrier.pNext = NULL; + vk_barrier.srcAccessMask = vk_access_mask_from_bind_flags(buffer_vk->bind_mask); + vk_barrier.dstAccessMask = vk_access_mask_from_bind_flags(bind_mask); + vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + vk_barrier.buffer = buffer_vk->bo.vk_buffer; + vk_barrier.offset = buffer_vk->bo.buffer_offset; + vk_barrier.size = buffer_vk->b.resource.size; + VK_CALL(vkCmdPipelineBarrier(wined3d_context_vk_get_command_buffer(context_vk), + vk_pipeline_stage_mask_from_bind_flags(buffer_vk->bind_mask), + vk_pipeline_stage_mask_from_bind_flags(bind_mask), + 0, 0, NULL, 1, &vk_barrier, 0, NULL)); + } + buffer_vk->bind_mask = bind_mask; +} + HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer) diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c index 2d80c59ca32..04d24ba163a 100644 --- a/dlls/wined3d/context_vk.c +++ b/dlls/wined3d/context_vk.c @@ -2161,6 +2161,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont
rtv_vk = wined3d_rendertarget_view_vk(view); vk_views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk); + wined3d_rendertarget_view_vk_barrier(rtv_vk, context_vk, WINED3D_BIND_RENDER_TARGET); wined3d_context_vk_reference_rendertarget_view(context_vk, rtv_vk);
if (view->width < fb_width) @@ -2177,6 +2178,7 @@ static bool wined3d_context_vk_begin_render_pass(struct wined3d_context_vk *cont { rtv_vk = wined3d_rendertarget_view_vk(view); vk_views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk); + wined3d_rendertarget_view_vk_barrier(rtv_vk, context_vk, WINED3D_BIND_DEPTH_STENCIL); wined3d_context_vk_reference_rendertarget_view(context_vk, rtv_vk);
if (view->width < fb_width) @@ -2807,6 +2809,7 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk * else context_invalidate_compute_state(&context_vk->c, STATE_COMPUTE_CONSTANT_BUFFER); } + wined3d_buffer_vk_barrier(buffer_vk, context_vk, WINED3D_BIND_CONSTANT_BUFFER); break;
case WINED3D_SHADER_DESCRIPTOR_TYPE_SRV: @@ -2830,6 +2833,7 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk * { wined3d_texture_load(texture_from_resource(srv->resource), &context_vk->c, FALSE); } + wined3d_shader_resource_view_vk_barrier(srv_vk, context_vk, WINED3D_BIND_SHADER_RESOURCE); break;
case WINED3D_SHADER_DESCRIPTOR_TYPE_UAV: @@ -2856,6 +2860,7 @@ static void wined3d_context_vk_load_shader_resources(struct wined3d_context_vk * wined3d_texture_load(texture_from_resource(uav->resource), &context_vk->c, FALSE); wined3d_unordered_access_view_invalidate_location(uav, ~WINED3D_LOCATION_TEXTURE_RGB); } + wined3d_unordered_access_view_vk_barrier(uav_vk, context_vk, WINED3D_BIND_UNORDERED_ACCESS); break;
case WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER: @@ -2879,6 +2884,7 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct wined3d_rendertarget_view *dsv; + struct wined3d_buffer_vk *buffer_vk; VkSampleCountFlagBits sample_count; VkCommandBuffer vk_command_buffer; struct wined3d_buffer *buffer; @@ -2958,8 +2964,10 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c if (!(buffer = state->streams[i].buffer)) continue;
- wined3d_buffer_load(buffer, &context_vk->c, state); - if (!wined3d_buffer_vk(buffer)->bo_user.valid) + buffer_vk = wined3d_buffer_vk(buffer); + wined3d_buffer_load(&buffer_vk->b, &context_vk->c, state); + wined3d_buffer_vk_barrier(buffer_vk, context_vk, WINED3D_BIND_VERTEX_BUFFER); + if (!buffer_vk->bo_user.valid) context_invalidate_state(&context_vk->c, STATE_STREAMSRC); }
@@ -2970,9 +2978,11 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c if (!(buffer = state->stream_output[i].buffer)) continue;
- wined3d_buffer_load(buffer, &context_vk->c, state); - wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER); - if (!wined3d_buffer_vk(buffer)->bo_user.valid) + buffer_vk = wined3d_buffer_vk(buffer); + wined3d_buffer_load(&buffer_vk->b, &context_vk->c, state); + wined3d_buffer_vk_barrier(buffer_vk, context_vk, WINED3D_BIND_STREAM_OUTPUT); + wined3d_buffer_invalidate_location(&buffer_vk->b, ~WINED3D_LOCATION_BUFFER); + if (!buffer_vk->bo_user.valid) context_vk->update_stream_output = 1; } context_vk->c.transform_feedback_active = 1; @@ -2980,13 +2990,18 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
if (indexed || (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_INDEXBUFFER) && state->index_buffer)) { - wined3d_buffer_load(state->index_buffer, &context_vk->c, state); - if (!wined3d_buffer_vk(state->index_buffer)->bo_user.valid) + buffer_vk = wined3d_buffer_vk(state->index_buffer); + wined3d_buffer_load(&buffer_vk->b, &context_vk->c, state); + wined3d_buffer_vk_barrier(buffer_vk, context_vk, WINED3D_BIND_INDEX_BUFFER); + if (!buffer_vk->bo_user.valid) context_invalidate_state(&context_vk->c, STATE_INDEXBUFFER); }
if (indirect_vk) + { wined3d_buffer_load(&indirect_vk->b, &context_vk->c, state); + wined3d_buffer_vk_barrier(indirect_vk, context_vk, WINED3D_BIND_INDIRECT_BUFFER); + }
if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk))) { @@ -3031,7 +3046,6 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_INDEXBUFFER) && state->index_buffer) { - struct wined3d_buffer_vk *buffer_vk = wined3d_buffer_vk(state->index_buffer); const VkDescriptorBufferInfo *buffer_info; VkIndexType idx_type;
@@ -3039,6 +3053,7 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c idx_type = VK_INDEX_TYPE_UINT16; else idx_type = VK_INDEX_TYPE_UINT32; + buffer_vk = wined3d_buffer_vk(state->index_buffer); buffer_info = wined3d_buffer_vk_get_buffer_info(buffer_vk); wined3d_context_vk_reference_bo(context_vk, &buffer_vk->bo); VK_CALL(vkCmdBindIndexBuffer(vk_command_buffer, buffer_info->buffer, @@ -3108,7 +3123,10 @@ VkCommandBuffer wined3d_context_vk_apply_compute_state(struct wined3d_context_vk wined3d_context_vk_load_shader_resources(context_vk, state, WINED3D_PIPELINE_COMPUTE);
if (indirect_vk) + { wined3d_buffer_load_location(&indirect_vk->b, &context_vk->c, WINED3D_LOCATION_BUFFER); + wined3d_buffer_vk_barrier(indirect_vk, context_vk, WINED3D_BIND_INDIRECT_BUFFER); + }
if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk))) { diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c index 2b2088ab771..d91ed26ef3f 100644 --- a/dlls/wined3d/resource.c +++ b/dlls/wined3d/resource.c @@ -577,7 +577,29 @@ VkAccessFlags vk_access_mask_from_bind_flags(uint32_t bind_flags) if (bind_flags & WINED3D_BIND_DEPTH_STENCIL) flags |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT; if (bind_flags & WINED3D_BIND_STREAM_OUTPUT) - FIXME("Ignoring some bind flags %#x.\n", bind_flags); + flags |= VK_ACCESS_TRANSFORM_FEEDBACK_WRITE_BIT_EXT; + + return flags; +} + +VkPipelineStageFlags vk_pipeline_stage_mask_from_bind_flags(uint32_t bind_flags) +{ + VkPipelineStageFlags flags = 0; + + if (bind_flags & (WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER)) + flags |= VK_PIPELINE_STAGE_VERTEX_INPUT_BIT; + if (bind_flags & (WINED3D_BIND_CONSTANT_BUFFER | WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)) + flags |= VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT + | VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT | VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT + | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT; + if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER) + flags |= VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT; + if (bind_flags & WINED3D_BIND_RENDER_TARGET) + flags |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + if (bind_flags & WINED3D_BIND_DEPTH_STENCIL) + flags |= VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT; + if (bind_flags & WINED3D_BIND_STREAM_OUTPUT) + flags |= VK_PIPELINE_STAGE_TRANSFORM_FEEDBACK_BIT_EXT;
return flags; } diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c index 0c5a75ed02d..1671abb698d 100644 --- a/dlls/wined3d/swapchain.c +++ b/dlls/wined3d/swapchain.c @@ -1057,6 +1057,7 @@ static void wined3d_swapchain_vk_blit(struct wined3d_swapchain_vk *swapchain_vk, vk_access_mask_from_bind_flags(back_buffer_vk->t.resource.bind_flags), vk_layout, back_buffer_vk->layout, back_buffer_vk->vk_image, VK_IMAGE_ASPECT_COLOR_BIT); + back_buffer_vk->bind_mask = 0;
swapchain_vk->vk_semaphores[present_idx].command_buffer_id = context_vk->current_command_buffer.id; wined3d_context_vk_submit_command_buffer(context_vk, diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index f6037a47c1c..6f16868c5ad 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -5185,6 +5185,26 @@ HRESULT wined3d_texture_vk_init(struct wined3d_texture_vk *texture_vk, struct wi flags, device, parent, parent_ops, &texture_vk[1], &wined3d_texture_vk_ops); }
+void wined3d_texture_vk_barrier(struct wined3d_texture_vk *texture_vk, + struct wined3d_context_vk *context_vk, uint32_t bind_mask) +{ + TRACE("texture_vk %p, context_vk %p, bind_mask %s.\n", + texture_vk, context_vk, wined3d_debug_bind_flags(bind_mask)); + + if (texture_vk->bind_mask && texture_vk->bind_mask != bind_mask) + { + TRACE(" %s -> %s.\n", + wined3d_debug_bind_flags(texture_vk->bind_mask), wined3d_debug_bind_flags(bind_mask)); + wined3d_context_vk_image_barrier(context_vk, wined3d_context_vk_get_command_buffer(context_vk), + vk_pipeline_stage_mask_from_bind_flags(texture_vk->bind_mask), + vk_pipeline_stage_mask_from_bind_flags(bind_mask), + vk_access_mask_from_bind_flags(texture_vk->bind_mask), vk_access_mask_from_bind_flags(bind_mask), + texture_vk->layout, texture_vk->layout, texture_vk->vk_image, + vk_aspect_mask_from_format(texture_vk->t.resource.format)); + } + texture_vk->bind_mask = bind_mask; +} + static void ffp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3d_context *context) { struct wined3d_blitter *next; @@ -6081,7 +6101,6 @@ static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk struct wined3d_rendertarget_view_vk *rtv_vk; struct wined3d_rendertarget_view *view; const struct wined3d_vk_info *vk_info; - struct wined3d_texture_vk *texture_vk; struct wined3d_device_vk *device_vk; VkCommandBuffer vk_command_buffer; VkRenderPassBeginInfo begin_desc; @@ -6120,6 +6139,7 @@ static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk
rtv_vk = wined3d_rendertarget_view_vk(view); views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk); + wined3d_rendertarget_view_vk_barrier(rtv_vk, context_vk, WINED3D_BIND_RENDER_TARGET);
c = &clear_values[attachment_count].color; if (view->format_flags & WINED3DFMT_FLAG_INTEGER) @@ -6154,6 +6174,7 @@ static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk
rtv_vk = wined3d_rendertarget_view_vk(view); views[attachment_count] = wined3d_rendertarget_view_vk_get_image_view(rtv_vk, context_vk); + wined3d_rendertarget_view_vk_barrier(rtv_vk, context_vk, WINED3D_BIND_DEPTH_STENCIL);
clear_values[attachment_count].depthStencil.depth = depth; clear_values[attachment_count].depthStencil.stencil = stencil; @@ -6231,26 +6252,12 @@ static void vk_blitter_clear_rendertargets(struct wined3d_context_vk *context_vk continue;
wined3d_context_vk_reference_rendertarget_view(context_vk, wined3d_rendertarget_view_vk(view)); - texture_vk = wined3d_texture_vk(wined3d_texture_from_resource(view->resource)); - wined3d_context_vk_image_barrier(context_vk, vk_command_buffer, - VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, - VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, - vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags), - texture_vk->layout, texture_vk->layout, - texture_vk->vk_image, VK_IMAGE_ASPECT_COLOR_BIT); }
if (depth_stencil) { view = fb->depth_stencil; wined3d_context_vk_reference_rendertarget_view(context_vk, wined3d_rendertarget_view_vk(view)); - texture_vk = wined3d_texture_vk(wined3d_texture_from_resource(view->resource)); - wined3d_context_vk_image_barrier(context_vk, vk_command_buffer, - VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, - VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, - vk_access_mask_from_bind_flags(texture_vk->t.resource.bind_flags), - texture_vk->layout, texture_vk->layout, - texture_vk->vk_image, vk_aspect_mask_from_format(texture_vk->t.resource.format)); } }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 50b512365f5..37fe3a314cb 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -308,6 +308,7 @@ GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN; VkAccessFlags vk_access_mask_from_bind_flags(uint32_t bind_flags) DECLSPEC_HIDDEN; VkCompareOp vk_compare_op_from_wined3d(enum wined3d_cmp_func op) DECLSPEC_HIDDEN; VkImageViewType vk_image_view_type_from_wined3d(enum wined3d_resource_type type, uint32_t flags) DECLSPEC_HIDDEN; +VkPipelineStageFlags vk_pipeline_stage_mask_from_bind_flags(uint32_t bind_flags) DECLSPEC_HIDDEN; VkShaderStageFlagBits vk_shader_stage_from_wined3d(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func) @@ -4446,6 +4447,7 @@ struct wined3d_texture_vk struct wined3d_allocator_block *memory; VkDeviceMemory vk_memory; enum VkImageLayout layout; + uint32_t bind_mask; uint64_t command_buffer_id;
VkDescriptorImageInfo default_image_info; @@ -4456,6 +4458,8 @@ static inline struct wined3d_texture_vk *wined3d_texture_vk(struct wined3d_textu return CONTAINING_RECORD(texture, struct wined3d_texture_vk, t); }
+void wined3d_texture_vk_barrier(struct wined3d_texture_vk *texture_vk, + struct wined3d_context_vk *context_vk, uint32_t bind_mask) DECLSPEC_HIDDEN; const VkDescriptorImageInfo *wined3d_texture_vk_get_default_image_info(struct wined3d_texture_vk *texture_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; HRESULT wined3d_texture_vk_init(struct wined3d_texture_vk *texture_vk, struct wined3d_device *device, @@ -4915,6 +4919,7 @@ struct wined3d_buffer_vk struct wined3d_bo_vk bo; struct wined3d_bo_user bo_user; VkDescriptorBufferInfo buffer_info; + uint32_t bind_mask; };
static inline struct wined3d_buffer_vk *wined3d_buffer_vk(struct wined3d_buffer *buffer) @@ -4922,11 +4927,22 @@ static inline struct wined3d_buffer_vk *wined3d_buffer_vk(struct wined3d_buffer return CONTAINING_RECORD(buffer, struct wined3d_buffer_vk, b); }
+void wined3d_buffer_vk_barrier(struct wined3d_buffer_vk *buffer_vk, + struct wined3d_context_vk *context_vk, uint32_t bind_mask) DECLSPEC_HIDDEN; const VkDescriptorBufferInfo *wined3d_buffer_vk_get_buffer_info(struct wined3d_buffer_vk *buffer_vk) DECLSPEC_HIDDEN; HRESULT wined3d_buffer_vk_init(struct wined3d_buffer_vk *buffer_vk, struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
+static inline void wined3d_resource_vk_barrier(struct wined3d_resource *resource, + struct wined3d_context_vk *context_vk, uint32_t bind_mask) +{ + if (resource->type == WINED3D_RTYPE_BUFFER) + wined3d_buffer_vk_barrier(wined3d_buffer_vk(buffer_from_resource(resource)), context_vk, bind_mask); + else + wined3d_texture_vk_barrier(wined3d_texture_vk(texture_from_resource(resource)), context_vk, bind_mask); +} + struct wined3d_rendertarget_view { LONG refcount; @@ -4992,6 +5008,12 @@ static inline struct wined3d_rendertarget_view_vk *wined3d_rendertarget_view_vk( return CONTAINING_RECORD(view, struct wined3d_rendertarget_view_vk, v); }
+static inline void wined3d_rendertarget_view_vk_barrier(struct wined3d_rendertarget_view_vk *rtv_vk, + struct wined3d_context_vk *context_vk, uint32_t bind_mask) +{ + wined3d_resource_vk_barrier(rtv_vk->v.resource, context_vk, bind_mask); +} + static inline VkImageView wined3d_rendertarget_view_vk_get_image_view(struct wined3d_rendertarget_view_vk *rtv_vk, struct wined3d_context_vk *context_vk) { @@ -5068,6 +5090,12 @@ 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); +} + HRESULT wined3d_shader_resource_view_vk_init(struct wined3d_shader_resource_view_vk *view_vk, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; @@ -5133,6 +5161,12 @@ static inline struct wined3d_unordered_access_view_vk *wined3d_unordered_access_ return CONTAINING_RECORD(view, struct wined3d_unordered_access_view_vk, v); }
+static inline void wined3d_unordered_access_view_vk_barrier(struct wined3d_unordered_access_view_vk *uav_vk, + struct wined3d_context_vk *context_vk, uint32_t bind_mask) +{ + wined3d_resource_vk_barrier(uav_vk->v.resource, context_vk, bind_mask); +} + void wined3d_unordered_access_view_vk_clear_uint(struct wined3d_unordered_access_view_vk *view_vk, const struct wined3d_uvec4 *clear_value, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; HRESULT wined3d_unordered_access_view_vk_init(struct wined3d_unordered_access_view_vk *view_vk,
Hi,
While running your changed tests, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check?
Full results can be found at: https://testbot.winehq.org/JobDetails.pl?Key=84220
Your paranoid android.
=== debiant (build log) ===
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