Giovanni Mascellani (@giomasce) commented about libs/vkd3d/command.c:
return impl_from_ID3D12CommandAllocator(iface);
}
+struct draw_instanced_args +{
- unsigned int vertex_count_per_instance;
If you add a `struct d3d12_command_header header` field at the beginning of the struct representing each call (and also in `union d3d12_command_args`) you probably have less bookkeeping to do in `d3d12_command_heap_reserve()`, and maybe it's also clearer what you want to do. You don't even have to care that the size of the header is a multiple of the stride, I think.