D3D12: Don't call GetGPUDescriptorHandleForHeapStart() on non-shader-visible heaps

This commit is contained in:
Connor McLaughlin 2022-05-27 00:07:22 +10:00 committed by refractionpcsx2
parent 1611aeedce
commit 822e508d13
2 changed files with 7 additions and 2 deletions

View File

@ -36,9 +36,12 @@ bool DescriptorHeapManager::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_T
return false;
m_heap_base_cpu = m_descriptor_heap->GetCPUDescriptorHandleForHeapStart();
if (shader_visible)
m_heap_base_gpu = m_descriptor_heap->GetGPUDescriptorHandleForHeapStart();
m_num_descriptors = num_descriptors;
m_descriptor_increment_size = device->GetDescriptorHandleIncrementSize(type);
m_shader_visible = shader_visible;
// Set all slots to unallocated (1)
const u32 bitset_count = num_descriptors / BITSET_SIZE + (((num_descriptors % BITSET_SIZE) != 0) ? 1 : 0);
@ -56,6 +59,7 @@ void DescriptorHeapManager::Destroy()
pxAssert(bs.all());
}
m_shader_visible = false;
m_num_descriptors = 0;
m_descriptor_increment_size = 0;
m_heap_base_cpu = {};
@ -85,7 +89,7 @@ bool DescriptorHeapManager::Allocate(DescriptorHandle* handle)
handle->index = index;
handle->cpu_handle.ptr = m_heap_base_cpu.ptr + index * m_descriptor_increment_size;
handle->gpu_handle.ptr = m_heap_base_gpu.ptr + index * m_descriptor_increment_size;
handle->gpu_handle.ptr = m_shader_visible ? (m_heap_base_gpu.ptr + index * m_descriptor_increment_size) : 0;
return true;
}

View File

@ -80,6 +80,7 @@ namespace D3D12
wil::com_ptr_nothrow<ID3D12DescriptorHeap> m_descriptor_heap;
u32 m_num_descriptors = 0;
u32 m_descriptor_increment_size = 0;
bool m_shader_visible = false;
D3D12_CPU_DESCRIPTOR_HANDLE m_heap_base_cpu = {};
D3D12_GPU_DESCRIPTOR_HANDLE m_heap_base_gpu = {};