[GPU] Dynamic r# count via shader modifications + refactoring

This commit is contained in:
Triang3l
2020-12-19 16:14:54 +03:00
parent b106aa88e6
commit e6fa0ad139
30 changed files with 1684 additions and 1716 deletions

View File

@@ -99,14 +99,11 @@ void D3D12CommandProcessor::RestoreEdramSnapshot(const void* snapshot) {
}
uint32_t D3D12CommandProcessor::GetCurrentColorMask(
const Shader* pixel_shader) const {
if (pixel_shader == nullptr) {
return 0;
}
uint32_t shader_writes_color_targets) const {
auto& regs = *register_file_;
uint32_t color_mask = regs[XE_GPU_REG_RB_COLOR_MASK].u32 & 0xFFFF;
for (uint32_t i = 0; i < 4; ++i) {
if (!pixel_shader->writes_color_target(i)) {
if (!(shader_writes_color_targets & (1 << i))) {
color_mask &= ~(0xF << (i * 4));
}
}
@@ -167,14 +164,18 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
tessellated ? D3D12_SHADER_VISIBILITY_DOMAIN
: D3D12_SHADER_VISIBILITY_VERTEX;
uint32_t texture_count_vertex, sampler_count_vertex;
vertex_shader->GetTextureBindings(texture_count_vertex);
vertex_shader->GetSamplerBindings(sampler_count_vertex);
uint32_t texture_count_pixel = 0, sampler_count_pixel = 0;
if (pixel_shader != nullptr) {
pixel_shader->GetTextureBindings(texture_count_pixel);
pixel_shader->GetSamplerBindings(sampler_count_pixel);
}
uint32_t texture_count_vertex =
uint32_t(vertex_shader->GetTextureBindingsAfterTranslation().size());
uint32_t sampler_count_vertex =
uint32_t(vertex_shader->GetSamplerBindingsAfterTranslation().size());
uint32_t texture_count_pixel =
pixel_shader
? uint32_t(pixel_shader->GetTextureBindingsAfterTranslation().size())
: 0;
uint32_t sampler_count_pixel =
pixel_shader
? uint32_t(pixel_shader->GetSamplerBindingsAfterTranslation().size())
: 0;
// Better put the pixel texture/sampler in the lower bits probably because it
// changes often.
@@ -383,33 +384,26 @@ ID3D12RootSignature* D3D12CommandProcessor::GetRootSignature(
uint32_t D3D12CommandProcessor::GetRootBindfulExtraParameterIndices(
const DxbcShader* vertex_shader, const DxbcShader* pixel_shader,
RootBindfulExtraParameterIndices& indices_out) {
uint32_t texture_count_pixel = 0, sampler_count_pixel = 0;
if (pixel_shader != nullptr) {
pixel_shader->GetTextureBindings(texture_count_pixel);
pixel_shader->GetSamplerBindings(sampler_count_pixel);
}
uint32_t texture_count_vertex, sampler_count_vertex;
vertex_shader->GetTextureBindings(texture_count_vertex);
vertex_shader->GetSamplerBindings(sampler_count_vertex);
uint32_t index = kRootParameter_Bindful_Count_Base;
if (texture_count_pixel != 0) {
if (pixel_shader &&
!pixel_shader->GetTextureBindingsAfterTranslation().empty()) {
indices_out.textures_pixel = index++;
} else {
indices_out.textures_pixel = RootBindfulExtraParameterIndices::kUnavailable;
}
if (sampler_count_pixel != 0) {
if (pixel_shader &&
!pixel_shader->GetSamplerBindingsAfterTranslation().empty()) {
indices_out.samplers_pixel = index++;
} else {
indices_out.samplers_pixel = RootBindfulExtraParameterIndices::kUnavailable;
}
if (texture_count_vertex != 0) {
if (!vertex_shader->GetTextureBindingsAfterTranslation().empty()) {
indices_out.textures_vertex = index++;
} else {
indices_out.textures_vertex =
RootBindfulExtraParameterIndices::kUnavailable;
}
if (sampler_count_vertex != 0) {
if (!vertex_shader->GetSamplerBindingsAfterTranslation().empty()) {
indices_out.samplers_vertex = index++;
} else {
indices_out.samplers_vertex =
@@ -1839,10 +1833,14 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
// Need a pixel shader in normal color mode.
return false;
}
// Gather shader ucode information to get the color mask, which is needed by
// the render target cache, and memexport configuration, and also get the
// current shader modification bits.
DxbcShaderTranslator::Modification vertex_shader_modification;
DxbcShaderTranslator::Modification pixel_shader_modification;
if (!pipeline_cache_->GetCurrentShaderModifications(
vertex_shader_modification, pixel_shader_modification)) {
if (!pipeline_cache_->AnalyzeShaderUcodeAndGetCurrentModifications(
vertex_shader, pixel_shader, vertex_shader_modification,
pixel_shader_modification)) {
return false;
}
D3D12Shader::D3D12Translation* vertex_shader_translation =
@@ -1854,13 +1852,6 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
pixel_shader->GetOrCreateTranslation(
pixel_shader_modification.value))
: nullptr;
// Translate the shaders now to get memexport configuration and color mask,
// which is needed by the render target cache, and also to get used textures
// and samplers.
if (!pipeline_cache_->EnsureShadersTranslated(vertex_shader_translation,
pixel_shader_translation)) {
return false;
}
bool tessellated = vertex_shader_modification.host_vertex_shader_type !=
Shader::HostVertexShaderType::kVertex;
@@ -1889,7 +1880,10 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
BeginSubmission(true);
// Set up the render targets - this may bind pipelines.
if (!render_target_cache_->UpdateRenderTargets(pixel_shader)) {
uint32_t pixel_shader_writes_color_targets =
pixel_shader ? pixel_shader->writes_color_targets() : 0;
if (!render_target_cache_->UpdateRenderTargets(
pixel_shader_writes_color_targets)) {
return false;
}
const RenderTargetCache::PipelineRenderTarget* pipeline_render_targets =
@@ -1958,13 +1952,7 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
line_loop_closing_index = 0;
}
// Update the textures - this may bind pipelines.
uint32_t used_texture_mask =
vertex_shader->GetUsedTextureMask() |
(pixel_shader != nullptr ? pixel_shader->GetUsedTextureMask() : 0);
texture_cache_->RequestTextures(used_texture_mask);
// Create the pipeline if needed and bind it.
// Translate the shaders and create the pipeline if needed.
void* pipeline_handle;
ID3D12RootSignature* root_signature;
if (!pipeline_cache_->ConfigurePipeline(
@@ -1974,6 +1962,17 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
pipeline_render_targets, &pipeline_handle, &root_signature)) {
return false;
}
// Update the textures - this may bind pipelines.
uint32_t used_texture_mask =
vertex_shader->GetUsedTextureMaskAfterTranslation() |
(pixel_shader != nullptr
? pixel_shader->GetUsedTextureMaskAfterTranslation()
: 0);
texture_cache_->RequestTextures(used_texture_mask);
// Bind the pipeline after configuring it and doing everything that may bind
// other pipelines.
if (current_cached_pipeline_ != pipeline_handle) {
deferred_command_list_.SetPipelineStateHandle(
reinterpret_cast<void*>(pipeline_handle));
@@ -2026,7 +2025,9 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
memexport_used, primitive_polygonal, line_loop_closing_index,
indexed ? index_buffer_info->endianness : xenos::Endian::kNone,
viewport_info, pixel_size_x, pixel_size_y, used_texture_mask,
GetCurrentColorMask(pixel_shader), pipeline_render_targets);
pixel_shader ? GetCurrentColorMask(pixel_shader->writes_color_targets())
: 0,
pipeline_render_targets);
// Update constant buffers, descriptors and root parameters.
if (!UpdateBindings(vertex_shader, pixel_shader, root_signature)) {
@@ -2089,9 +2090,8 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
MemExportRange memexport_ranges[512];
uint32_t memexport_range_count = 0;
if (memexport_used_vertex) {
const std::vector<uint32_t>& memexport_stream_constants_vertex =
vertex_shader->memexport_stream_constants();
for (uint32_t constant_index : memexport_stream_constants_vertex) {
for (uint32_t constant_index :
vertex_shader->memexport_stream_constants()) {
const auto& memexport_stream = regs.Get<xenos::xe_gpu_memexport_stream_t>(
XE_GPU_REG_SHADER_CONSTANT_000_X + constant_index * 4);
if (memexport_stream.index_count == 0) {
@@ -2132,9 +2132,7 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
}
}
if (memexport_used_pixel) {
const std::vector<uint32_t>& memexport_stream_constants_pixel =
pixel_shader->memexport_stream_constants();
for (uint32_t constant_index : memexport_stream_constants_pixel) {
for (uint32_t constant_index : pixel_shader->memexport_stream_constants()) {
const auto& memexport_stream = regs.Get<xenos::xe_gpu_memexport_stream_t>(
XE_GPU_REG_SHADER_CONSTANT_256_X + constant_index * 4);
if (memexport_stream.index_count == 0) {
@@ -3588,20 +3586,21 @@ bool D3D12CommandProcessor::UpdateBindings(
vertex_shader->GetTextureBindingLayoutUserUID();
size_t sampler_layout_uid_vertex =
vertex_shader->GetSamplerBindingLayoutUserUID();
uint32_t texture_count_vertex, sampler_count_vertex;
const D3D12Shader::TextureBinding* textures_vertex =
vertex_shader->GetTextureBindings(texture_count_vertex);
const D3D12Shader::SamplerBinding* samplers_vertex =
vertex_shader->GetSamplerBindings(sampler_count_vertex);
const std::vector<D3D12Shader::TextureBinding>& textures_vertex =
vertex_shader->GetTextureBindingsAfterTranslation();
const std::vector<D3D12Shader::SamplerBinding>& samplers_vertex =
vertex_shader->GetSamplerBindingsAfterTranslation();
size_t texture_count_vertex = textures_vertex.size();
size_t sampler_count_vertex = samplers_vertex.size();
if (sampler_count_vertex) {
if (current_sampler_layout_uid_vertex_ != sampler_layout_uid_vertex) {
current_sampler_layout_uid_vertex_ = sampler_layout_uid_vertex;
cbuffer_binding_descriptor_indices_vertex_.up_to_date = false;
bindful_samplers_written_vertex_ = false;
}
current_samplers_vertex_.resize(std::max(current_samplers_vertex_.size(),
size_t(sampler_count_vertex)));
for (uint32_t i = 0; i < sampler_count_vertex; ++i) {
current_samplers_vertex_.resize(
std::max(current_samplers_vertex_.size(), sampler_count_vertex));
for (size_t i = 0; i < sampler_count_vertex; ++i) {
TextureCache::SamplerParameters parameters =
texture_cache_->GetSamplerParameters(samplers_vertex[i]);
if (current_samplers_vertex_[i] != parameters) {
@@ -3615,14 +3614,16 @@ bool D3D12CommandProcessor::UpdateBindings(
// Get textures and samplers used by the pixel shader, check if the last used
// samplers are compatible and update them.
size_t texture_layout_uid_pixel, sampler_layout_uid_pixel;
uint32_t texture_count_pixel, sampler_count_pixel;
const D3D12Shader::TextureBinding* textures_pixel;
const D3D12Shader::SamplerBinding* samplers_pixel;
const std::vector<D3D12Shader::TextureBinding>* textures_pixel;
const std::vector<D3D12Shader::SamplerBinding>* samplers_pixel;
size_t texture_count_pixel, sampler_count_pixel;
if (pixel_shader != nullptr) {
texture_layout_uid_pixel = pixel_shader->GetTextureBindingLayoutUserUID();
sampler_layout_uid_pixel = pixel_shader->GetSamplerBindingLayoutUserUID();
textures_pixel = pixel_shader->GetTextureBindings(texture_count_pixel);
samplers_pixel = pixel_shader->GetSamplerBindings(sampler_count_pixel);
textures_pixel = &pixel_shader->GetTextureBindingsAfterTranslation();
texture_count_pixel = textures_pixel->size();
samplers_pixel = &pixel_shader->GetSamplerBindingsAfterTranslation();
sampler_count_pixel = samplers_pixel->size();
if (sampler_count_pixel) {
if (current_sampler_layout_uid_pixel_ != sampler_layout_uid_pixel) {
current_sampler_layout_uid_pixel_ = sampler_layout_uid_pixel;
@@ -3633,7 +3634,7 @@ bool D3D12CommandProcessor::UpdateBindings(
size_t(sampler_count_pixel)));
for (uint32_t i = 0; i < sampler_count_pixel; ++i) {
TextureCache::SamplerParameters parameters =
texture_cache_->GetSamplerParameters(samplers_pixel[i]);
texture_cache_->GetSamplerParameters((*samplers_pixel)[i]);
if (current_samplers_pixel_[i] != parameters) {
current_samplers_pixel_[i] = parameters;
cbuffer_binding_descriptor_indices_pixel_.up_to_date = false;
@@ -3663,7 +3664,7 @@ bool D3D12CommandProcessor::UpdateBindings(
cbuffer_binding_descriptor_indices_vertex_.up_to_date &&
(current_texture_layout_uid_vertex_ != texture_layout_uid_vertex ||
!texture_cache_->AreActiveTextureSRVKeysUpToDate(
current_texture_srv_keys_vertex_.data(), textures_vertex,
current_texture_srv_keys_vertex_.data(), textures_vertex.data(),
texture_count_vertex))) {
cbuffer_binding_descriptor_indices_vertex_.up_to_date = false;
}
@@ -3671,7 +3672,7 @@ bool D3D12CommandProcessor::UpdateBindings(
cbuffer_binding_descriptor_indices_pixel_.up_to_date &&
(current_texture_layout_uid_pixel_ != texture_layout_uid_pixel ||
!texture_cache_->AreActiveTextureSRVKeysUpToDate(
current_texture_srv_keys_pixel_.data(), textures_pixel,
current_texture_srv_keys_pixel_.data(), textures_pixel->data(),
texture_count_pixel))) {
cbuffer_binding_descriptor_indices_pixel_.up_to_date = false;
}
@@ -3804,15 +3805,14 @@ bool D3D12CommandProcessor::UpdateBindings(
uint32_t* descriptor_indices =
reinterpret_cast<uint32_t*>(constant_buffer_pool_->Request(
frame_current_,
std::max(texture_count_vertex + sampler_count_vertex,
uint32_t(1)) *
std::max(texture_count_vertex + sampler_count_vertex, size_t(1)) *
sizeof(uint32_t),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, nullptr, nullptr,
&cbuffer_binding_descriptor_indices_vertex_.address));
if (!descriptor_indices) {
return false;
}
for (uint32_t i = 0; i < texture_count_vertex; ++i) {
for (size_t i = 0; i < texture_count_vertex; ++i) {
const D3D12Shader::TextureBinding& texture = textures_vertex[i];
descriptor_indices[texture.bindless_descriptor_index] =
texture_cache_->GetActiveTextureBindlessSRVIndex(texture) -
@@ -3824,11 +3824,11 @@ bool D3D12CommandProcessor::UpdateBindings(
std::max(current_texture_srv_keys_vertex_.size(),
size_t(texture_count_vertex)));
texture_cache_->WriteActiveTextureSRVKeys(
current_texture_srv_keys_vertex_.data(), textures_vertex,
current_texture_srv_keys_vertex_.data(), textures_vertex.data(),
texture_count_vertex);
}
// Current samplers have already been updated.
for (uint32_t i = 0; i < sampler_count_vertex; ++i) {
for (size_t i = 0; i < sampler_count_vertex; ++i) {
descriptor_indices[samplers_vertex[i].bindless_descriptor_index] =
current_sampler_bindless_indices_vertex_[i];
}
@@ -3841,15 +3841,15 @@ bool D3D12CommandProcessor::UpdateBindings(
uint32_t* descriptor_indices =
reinterpret_cast<uint32_t*>(constant_buffer_pool_->Request(
frame_current_,
std::max(texture_count_pixel + sampler_count_pixel, uint32_t(1)) *
std::max(texture_count_pixel + sampler_count_pixel, size_t(1)) *
sizeof(uint32_t),
D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT, nullptr, nullptr,
&cbuffer_binding_descriptor_indices_pixel_.address));
if (!descriptor_indices) {
return false;
}
for (uint32_t i = 0; i < texture_count_pixel; ++i) {
const D3D12Shader::TextureBinding& texture = textures_pixel[i];
for (size_t i = 0; i < texture_count_pixel; ++i) {
const D3D12Shader::TextureBinding& texture = (*textures_pixel)[i];
descriptor_indices[texture.bindless_descriptor_index] =
texture_cache_->GetActiveTextureBindlessSRVIndex(texture) -
uint32_t(SystemBindlessView::kUnboundedSRVsStart);
@@ -3860,12 +3860,12 @@ bool D3D12CommandProcessor::UpdateBindings(
std::max(current_texture_srv_keys_pixel_.size(),
size_t(texture_count_pixel)));
texture_cache_->WriteActiveTextureSRVKeys(
current_texture_srv_keys_pixel_.data(), textures_pixel,
current_texture_srv_keys_pixel_.data(), textures_pixel->data(),
texture_count_pixel);
}
// Current samplers have already been updated.
for (uint32_t i = 0; i < sampler_count_pixel; ++i) {
descriptor_indices[samplers_pixel[i].bindless_descriptor_index] =
for (size_t i = 0; i < sampler_count_pixel; ++i) {
descriptor_indices[(*samplers_pixel)[i].bindless_descriptor_index] =
current_sampler_bindless_indices_pixel_[i];
}
cbuffer_binding_descriptor_indices_pixel_.up_to_date = true;
@@ -3884,14 +3884,14 @@ bool D3D12CommandProcessor::UpdateBindings(
(!bindful_textures_written_vertex_ ||
current_texture_layout_uid_vertex_ != texture_layout_uid_vertex ||
!texture_cache_->AreActiveTextureSRVKeysUpToDate(
current_texture_srv_keys_vertex_.data(), textures_vertex,
current_texture_srv_keys_vertex_.data(), textures_vertex.data(),
texture_count_vertex));
bool write_textures_pixel =
texture_count_pixel &&
(!bindful_textures_written_pixel_ ||
current_texture_layout_uid_pixel_ != texture_layout_uid_pixel ||
!texture_cache_->AreActiveTextureSRVKeysUpToDate(
current_texture_srv_keys_pixel_.data(), textures_pixel,
current_texture_srv_keys_pixel_.data(), textures_pixel->data(),
texture_count_pixel));
bool write_samplers_vertex =
sampler_count_vertex && !bindful_samplers_written_vertex_;
@@ -3899,7 +3899,7 @@ bool D3D12CommandProcessor::UpdateBindings(
sampler_count_pixel && !bindful_samplers_written_pixel_;
// Allocate the descriptors.
uint32_t view_count_partial_update = 0;
size_t view_count_partial_update = 0;
if (write_textures_vertex) {
view_count_partial_update += texture_count_vertex;
}
@@ -3907,7 +3907,7 @@ bool D3D12CommandProcessor::UpdateBindings(
view_count_partial_update += texture_count_pixel;
}
// All the constants + shared memory SRV and UAV + textures.
uint32_t view_count_full_update =
size_t view_count_full_update =
2 + texture_count_vertex + texture_count_pixel;
if (edram_rov_used_) {
// + EDRAM UAV.
@@ -3917,14 +3917,14 @@ bool D3D12CommandProcessor::UpdateBindings(
D3D12_GPU_DESCRIPTOR_HANDLE view_gpu_handle;
uint32_t descriptor_size_view = provider.GetViewDescriptorSize();
uint64_t view_heap_index = RequestViewBindfulDescriptors(
draw_view_bindful_heap_index_, view_count_partial_update,
view_count_full_update, view_cpu_handle, view_gpu_handle);
draw_view_bindful_heap_index_, uint32_t(view_count_partial_update),
uint32_t(view_count_full_update), view_cpu_handle, view_gpu_handle);
if (view_heap_index ==
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid) {
XELOGE("Failed to allocate view descriptors");
return false;
}
uint32_t sampler_count_partial_update = 0;
size_t sampler_count_partial_update = 0;
if (write_samplers_vertex) {
sampler_count_partial_update += sampler_count_vertex;
}
@@ -3938,9 +3938,10 @@ bool D3D12CommandProcessor::UpdateBindings(
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid;
if (sampler_count_vertex != 0 || sampler_count_pixel != 0) {
sampler_heap_index = RequestSamplerBindfulDescriptors(
draw_sampler_bindful_heap_index_, sampler_count_partial_update,
sampler_count_vertex + sampler_count_pixel, sampler_cpu_handle,
sampler_gpu_handle);
draw_sampler_bindful_heap_index_,
uint32_t(sampler_count_partial_update),
uint32_t(sampler_count_vertex + sampler_count_pixel),
sampler_cpu_handle, sampler_gpu_handle);
if (sampler_heap_index ==
ui::d3d12::D3D12DescriptorHeapPool::kHeapIndexInvalid) {
XELOGE("Failed to allocate sampler descriptors");
@@ -3985,7 +3986,7 @@ bool D3D12CommandProcessor::UpdateBindings(
assert_true(current_graphics_root_bindful_extras_.textures_vertex !=
RootBindfulExtraParameterIndices::kUnavailable);
gpu_handle_textures_vertex_ = view_gpu_handle;
for (uint32_t i = 0; i < texture_count_vertex; ++i) {
for (size_t i = 0; i < texture_count_vertex; ++i) {
texture_cache_->WriteActiveTextureBindfulSRV(textures_vertex[i],
view_cpu_handle);
view_cpu_handle.ptr += descriptor_size_view;
@@ -3996,7 +3997,7 @@ bool D3D12CommandProcessor::UpdateBindings(
std::max(current_texture_srv_keys_vertex_.size(),
size_t(texture_count_vertex)));
texture_cache_->WriteActiveTextureSRVKeys(
current_texture_srv_keys_vertex_.data(), textures_vertex,
current_texture_srv_keys_vertex_.data(), textures_vertex.data(),
texture_count_vertex);
bindful_textures_written_vertex_ = true;
current_graphics_root_up_to_date_ &=
@@ -4006,8 +4007,8 @@ bool D3D12CommandProcessor::UpdateBindings(
assert_true(current_graphics_root_bindful_extras_.textures_pixel !=
RootBindfulExtraParameterIndices::kUnavailable);
gpu_handle_textures_pixel_ = view_gpu_handle;
for (uint32_t i = 0; i < texture_count_pixel; ++i) {
texture_cache_->WriteActiveTextureBindfulSRV(textures_pixel[i],
for (size_t i = 0; i < texture_count_pixel; ++i) {
texture_cache_->WriteActiveTextureBindfulSRV((*textures_pixel)[i],
view_cpu_handle);
view_cpu_handle.ptr += descriptor_size_view;
view_gpu_handle.ptr += descriptor_size_view;
@@ -4016,7 +4017,7 @@ bool D3D12CommandProcessor::UpdateBindings(
current_texture_srv_keys_pixel_.resize(std::max(
current_texture_srv_keys_pixel_.size(), size_t(texture_count_pixel)));
texture_cache_->WriteActiveTextureSRVKeys(
current_texture_srv_keys_pixel_.data(), textures_pixel,
current_texture_srv_keys_pixel_.data(), textures_pixel->data(),
texture_count_pixel);
bindful_textures_written_pixel_ = true;
current_graphics_root_up_to_date_ &=
@@ -4026,7 +4027,7 @@ bool D3D12CommandProcessor::UpdateBindings(
assert_true(current_graphics_root_bindful_extras_.samplers_vertex !=
RootBindfulExtraParameterIndices::kUnavailable);
gpu_handle_samplers_vertex_ = sampler_gpu_handle;
for (uint32_t i = 0; i < sampler_count_vertex; ++i) {
for (size_t i = 0; i < sampler_count_vertex; ++i) {
texture_cache_->WriteSampler(current_samplers_vertex_[i],
sampler_cpu_handle);
sampler_cpu_handle.ptr += descriptor_size_sampler;
@@ -4041,7 +4042,7 @@ bool D3D12CommandProcessor::UpdateBindings(
assert_true(current_graphics_root_bindful_extras_.samplers_pixel !=
RootBindfulExtraParameterIndices::kUnavailable);
gpu_handle_samplers_pixel_ = sampler_gpu_handle;
for (uint32_t i = 0; i < sampler_count_pixel; ++i) {
for (size_t i = 0; i < sampler_count_pixel; ++i) {
texture_cache_->WriteSampler(current_samplers_pixel_[i],
sampler_cpu_handle);
sampler_cpu_handle.ptr += descriptor_size_sampler;