mirror of https://github.com/PCSX2/pcsx2.git
D3D12: Don't call GetGPUDescriptorHandleForHeapStart() on non-shader-visible heaps
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@ -36,9 +36,12 @@ bool DescriptorHeapManager::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_T
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return false;
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m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart();
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m_heap_base_gpu = m_descriptor_heap->GetGPUDescriptorHandleForHeapStart();
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if (shader_visible)
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m_heap_base_gpu = m_descriptor_heap->GetGPUDescriptorHandleForHeapStart();
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m_num_descriptors = num_descriptors;
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m_descriptor_increment_size = device->GetDescriptorHandleIncrementSize(type);
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m_shader_visible = shader_visible;
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// Set all slots to unallocated (1)
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const u32 bitset_count = num_descriptors / BITSET_SIZE + (((num_descriptors % BITSET_SIZE) != 0) ? 1 : 0);
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@ -56,6 +59,7 @@ void DescriptorHeapManager::Destroy()
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pxAssert(bs.all());
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}
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m_shader_visible = false;
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m_num_descriptors = 0;
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m_descriptor_increment_size = 0;
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m_heap_base_cpu = {};
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@ -85,7 +89,7 @@ bool DescriptorHeapManager::Allocate(DescriptorHandle* handle)
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handle->index = index;
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handle->cpu_handle.ptr = m_heap_base_cpu.ptr + index * m_descriptor_increment_size;
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handle->gpu_handle.ptr = m_heap_base_gpu.ptr + index * m_descriptor_increment_size;
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handle->gpu_handle.ptr = m_shader_visible ? (m_heap_base_gpu.ptr + index * m_descriptor_increment_size) : 0;
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return true;
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}
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@ -80,6 +80,7 @@ namespace D3D12
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wil::com_ptr_nothrow<ID3D12DescriptorHeap> m_descriptor_heap;
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u32 m_num_descriptors = 0;
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u32 m_descriptor_increment_size = 0;
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bool m_shader_visible = false;
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D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
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D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};
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