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https://gitlab.winehq.org/wine/vkd3d.git
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tests/shader_runner: Use ID3D12Device2_CreatePipelineState() when available.
This commit is contained in:
parent
04d7ad90e5
commit
12a7cde092
Notes:
Henri Verbeet
2024-09-11 15:31:24 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1031
108
tests/d3d12.c
108
tests/d3d12.c
@ -3467,114 +3467,6 @@ static void test_create_pipeline_state(void)
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" return float4(1.0f, 1.0f, 1.0f, 1.0f);\n"
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"}\n";
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struct d3d12_root_signature_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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ID3D12RootSignature *root_signature;
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};
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struct d3d12_shader_bytecode_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_SHADER_BYTECODE shader_bytecode;
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};
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struct d3d12_stream_output_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_STREAM_OUTPUT_DESC stream_output_desc;
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};
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struct d3d12_blend_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_BLEND_DESC blend_desc;
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};
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struct d3d12_sample_mask_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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UINT sample_mask;
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};
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struct d3d12_rasterizer_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_RASTERIZER_DESC rasterizer_desc;
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};
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struct d3d12_depth_stencil_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_DEPTH_STENCIL_DESC depth_stencil_desc;
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};
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struct d3d12_input_layout_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_INPUT_LAYOUT_DESC input_layout;
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};
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struct d3d12_ib_strip_cut_value_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_INDEX_BUFFER_STRIP_CUT_VALUE strip_cut_value;
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};
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struct d3d12_primitive_topology_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_PRIMITIVE_TOPOLOGY_TYPE primitive_topology_type;
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};
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struct d3d12_render_target_formats_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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struct D3D12_RT_FORMAT_ARRAY render_target_formats;
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};
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struct d3d12_depth_stencil_format_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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DXGI_FORMAT depth_stencil_format;
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};
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struct d3d12_sample_desc_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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DXGI_SAMPLE_DESC sample_desc;
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};
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struct d3d12_node_mask_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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UINT node_mask;
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};
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struct d3d12_cached_pso_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_CACHED_PIPELINE_STATE cached_pso;
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};
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struct d3d12_flags_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_PIPELINE_STATE_FLAGS flags;
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};
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struct d3d12_depth_stencil1_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_DEPTH_STENCIL_DESC1 depth_stencil_desc;
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};
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struct d3d12_view_instancing_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_VIEW_INSTANCING_DESC view_instancing_desc;
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};
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static const struct d3d12_root_signature_subobject root_signature_subobject =
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{
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D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE,
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@ -21,6 +21,114 @@
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#include "utils.h"
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struct d3d12_root_signature_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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ID3D12RootSignature *root_signature;
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};
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struct d3d12_shader_bytecode_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_SHADER_BYTECODE shader_bytecode;
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};
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struct d3d12_stream_output_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_STREAM_OUTPUT_DESC stream_output_desc;
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};
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struct d3d12_blend_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_BLEND_DESC blend_desc;
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};
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struct d3d12_sample_mask_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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UINT sample_mask;
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};
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struct d3d12_rasterizer_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_RASTERIZER_DESC rasterizer_desc;
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};
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struct d3d12_depth_stencil_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_DEPTH_STENCIL_DESC depth_stencil_desc;
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};
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struct d3d12_input_layout_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_INPUT_LAYOUT_DESC input_layout;
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};
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struct d3d12_ib_strip_cut_value_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_INDEX_BUFFER_STRIP_CUT_VALUE strip_cut_value;
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};
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struct d3d12_primitive_topology_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_PRIMITIVE_TOPOLOGY_TYPE primitive_topology_type;
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};
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struct d3d12_render_target_formats_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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struct D3D12_RT_FORMAT_ARRAY render_target_formats;
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};
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struct d3d12_depth_stencil_format_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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DXGI_FORMAT depth_stencil_format;
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};
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struct d3d12_sample_desc_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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DXGI_SAMPLE_DESC sample_desc;
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};
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struct d3d12_node_mask_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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UINT node_mask;
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};
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struct d3d12_cached_pso_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_CACHED_PIPELINE_STATE cached_pso;
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};
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struct d3d12_flags_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_PIPELINE_STATE_FLAGS flags;
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};
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struct d3d12_depth_stencil1_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_DEPTH_STENCIL_DESC1 depth_stencil_desc;
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};
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struct d3d12_view_instancing_subobject
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{
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DECLSPEC_ALIGN(sizeof(void *)) D3D12_PIPELINE_STATE_SUBOBJECT_TYPE type;
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D3D12_VIEW_INSTANCING_DESC view_instancing_desc;
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};
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#define wait_queue_idle(a, b) wait_queue_idle_(__LINE__, a, b)
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static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue);
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static ID3D12Device *create_device(void);
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@ -1015,6 +1123,7 @@ struct test_context_desc
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struct test_context
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{
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ID3D12Device *device;
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ID3D12Device2 *device2;
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ID3D12CommandQueue *queue;
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ID3D12CommandAllocator *allocator;
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@ -1127,6 +1236,9 @@ static inline bool init_test_context_(unsigned int line, struct test_context *co
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}
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device = context->device;
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if (FAILED(hr = ID3D12Device_QueryInterface(device, &IID_ID3D12Device2, (void **)&context->device2)))
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context->device2 = NULL;
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context->queue = create_command_queue_(line, device, D3D12_COMMAND_LIST_TYPE_DIRECT, D3D12_COMMAND_QUEUE_PRIORITY_NORMAL);
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hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
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@ -1232,6 +1344,9 @@ static inline void destroy_test_context_(unsigned int line, struct test_context
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destroy_pipeline_state_objects(context);
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free(context->pso);
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if (context->device2)
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ID3D12Device2_Release(context->device2);
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refcount = ID3D12Device_Release(context->device);
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ok_(line)(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
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}
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@ -521,6 +521,25 @@ static D3D12_PRIMITIVE_TOPOLOGY_TYPE d3d12_primitive_topology_type_from_primitiv
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}
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}
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static D3D12_INPUT_ELEMENT_DESC *create_element_descs(const struct d3d12_shader_runner *runner)
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{
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D3D12_INPUT_ELEMENT_DESC *input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
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for (size_t i = 0; i < runner->r.input_element_count; ++i)
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{
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const struct input_element *element = &runner->r.input_elements[i];
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D3D12_INPUT_ELEMENT_DESC *desc = &input_element_descs[i];
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desc->SemanticName = element->name;
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desc->SemanticIndex = element->index;
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desc->Format = element->format;
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desc->InputSlot = element->slot;
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desc->AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
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desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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}
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return input_element_descs;
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}
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static ID3D12PipelineState *create_pipeline(struct d3d12_shader_runner *runner,
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D3D12_PRIMITIVE_TOPOLOGY primitive_topology, ID3D10Blob *vs_code, ID3D10Blob *ps_code,
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ID3D10Blob *hs_code, ID3D10Blob *ds_code, ID3D10Blob *gs_code)
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@ -581,20 +600,7 @@ static ID3D12PipelineState *create_pipeline(struct d3d12_shader_runner *runner,
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pso_desc.SampleMask = runner->r.sample_mask ? runner->r.sample_mask : ~(UINT)0;
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pso_desc.pRootSignature = test_context->root_signature;
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input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
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for (size_t i = 0; i < runner->r.input_element_count; ++i)
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{
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const struct input_element *element = &runner->r.input_elements[i];
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D3D12_INPUT_ELEMENT_DESC *desc = &input_element_descs[i];
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desc->SemanticName = element->name;
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desc->SemanticIndex = element->index;
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desc->Format = element->format;
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desc->InputSlot = element->slot;
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desc->AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
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desc->InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
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}
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input_element_descs = create_element_descs(runner);
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pso_desc.InputLayout.pInputElementDescs = input_element_descs;
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pso_desc.InputLayout.NumElements = runner->r.input_element_count;
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@ -610,6 +616,159 @@ static ID3D12PipelineState *create_pipeline(struct d3d12_shader_runner *runner,
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return pso;
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}
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static ID3D12PipelineState *create_pipeline_device2(struct d3d12_shader_runner *runner,
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D3D12_PRIMITIVE_TOPOLOGY primitive_topology, ID3D10Blob *vs_code, ID3D10Blob *ps_code,
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ID3D10Blob *hs_code, ID3D10Blob *ds_code, ID3D10Blob *gs_code)
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{
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struct test_context *test_context = &runner->test_context;
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ID3D12Device2 *device2 = test_context->device2;
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D3D12_PIPELINE_STATE_STREAM_DESC pipeline_desc;
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D3D12_INPUT_ELEMENT_DESC *input_element_descs;
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unsigned int sample_count = 1;
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ID3D12PipelineState *pso;
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HRESULT hr;
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struct
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{
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struct d3d12_root_signature_subobject root_signature;
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struct d3d12_shader_bytecode_subobject vs;
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struct d3d12_shader_bytecode_subobject ps;
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struct d3d12_shader_bytecode_subobject hs;
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struct d3d12_shader_bytecode_subobject ds;
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struct d3d12_shader_bytecode_subobject gs;
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struct d3d12_render_target_formats_subobject rtv_format;
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struct d3d12_blend_subobject blend;
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struct d3d12_depth_stencil_format_subobject dsv_format;
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struct d3d12_depth_stencil1_subobject dsv;
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struct d3d12_rasterizer_subobject rasterizer;
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struct d3d12_primitive_topology_subobject topology;
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struct d3d12_sample_desc_subobject sample_desc;
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struct d3d12_sample_mask_subobject sample_mask;
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struct d3d12_input_layout_subobject input_layout;
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}
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pipeline =
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{
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.root_signature =
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{
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.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE,
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.root_signature = test_context->root_signature,
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},
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.vs =
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{
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.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS,
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.shader_bytecode = shader_bytecode_from_blob(vs_code),
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},
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.ps =
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{
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.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS,
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.shader_bytecode = shader_bytecode_from_blob(ps_code),
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},
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.hs =
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{
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.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS,
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.shader_bytecode = hs_code ? shader_bytecode_from_blob(hs_code) : (D3D12_SHADER_BYTECODE) {0},
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},
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.ds =
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{
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.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS,
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.shader_bytecode = ds_code ? shader_bytecode_from_blob(ds_code) : (D3D12_SHADER_BYTECODE) {0},
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},
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.gs =
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{
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.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS,
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.shader_bytecode = gs_code ? shader_bytecode_from_blob(gs_code) : (D3D12_SHADER_BYTECODE) {0},
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},
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.rtv_format =
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{
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.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS,
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},
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.blend =
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{
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.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND,
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},
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.dsv_format =
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{
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.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT,
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},
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.dsv =
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{
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.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1,
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},
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.rasterizer =
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{
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.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER,
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.rasterizer_desc =
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{
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.FillMode = D3D12_FILL_MODE_SOLID,
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.CullMode = D3D12_CULL_MODE_NONE,
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}
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},
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.topology =
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{
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.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY,
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.primitive_topology_type = d3d12_primitive_topology_type_from_primitive_topology(primitive_topology),
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||||
},
|
||||
.sample_desc =
|
||||
{
|
||||
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC,
|
||||
},
|
||||
.sample_mask =
|
||||
{
|
||||
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK,
|
||||
.sample_mask = runner->r.sample_mask ? runner->r.sample_mask : ~(UINT)0,
|
||||
},
|
||||
.input_layout =
|
||||
{
|
||||
.type = D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT,
|
||||
},
|
||||
};
|
||||
|
||||
if (!device2)
|
||||
return NULL;
|
||||
|
||||
input_element_descs = create_element_descs(runner);
|
||||
pipeline.input_layout.input_layout.NumElements = runner->r.input_element_count;
|
||||
pipeline.input_layout.input_layout.pInputElementDescs = input_element_descs;
|
||||
|
||||
for (size_t i = 0; i < runner->r.resource_count; ++i)
|
||||
{
|
||||
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
|
||||
|
||||
if (resource->r.desc.type == RESOURCE_TYPE_RENDER_TARGET)
|
||||
{
|
||||
pipeline.rtv_format.render_target_formats.RTFormats[resource->r.desc.slot] = resource->r.desc.format;
|
||||
pipeline.rtv_format.render_target_formats.NumRenderTargets =
|
||||
max(pipeline.rtv_format.render_target_formats.NumRenderTargets, resource->r.desc.slot + 1);
|
||||
pipeline.blend.blend_desc.RenderTarget[resource->r.desc.slot].RenderTargetWriteMask =
|
||||
D3D12_COLOR_WRITE_ENABLE_ALL;
|
||||
if (resource->r.desc.sample_count)
|
||||
sample_count = resource->r.desc.sample_count;
|
||||
}
|
||||
else if (resource->r.desc.type == RESOURCE_TYPE_DEPTH_STENCIL)
|
||||
{
|
||||
assert(!resource->r.desc.slot);
|
||||
pipeline.dsv_format.depth_stencil_format = resource->r.desc.format;
|
||||
pipeline.dsv.depth_stencil_desc.DepthEnable = true;
|
||||
pipeline.dsv.depth_stencil_desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
|
||||
pipeline.dsv.depth_stencil_desc.DepthFunc = runner->r.depth_func;
|
||||
}
|
||||
}
|
||||
|
||||
pipeline.sample_desc.sample_desc.Count = sample_count;
|
||||
|
||||
pipeline_desc.SizeInBytes = sizeof(pipeline);
|
||||
pipeline_desc.pPipelineStateSubobjectStream = &pipeline;
|
||||
|
||||
hr = ID3D12Device2_CreatePipelineState(device2, &pipeline_desc, &IID_ID3D12PipelineState, (void **)&pso);
|
||||
todo_if(runner->r.is_todo) ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
|
||||
|
||||
free(input_element_descs);
|
||||
|
||||
if (FAILED(hr))
|
||||
return NULL;
|
||||
return pso;
|
||||
}
|
||||
|
||||
static bool d3d12_runner_draw(struct shader_runner *r,
|
||||
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count)
|
||||
{
|
||||
@ -671,7 +830,9 @@ static bool d3d12_runner_draw(struct shader_runner *r,
|
||||
test_context->root_signature = d3d12_runner_create_root_signature(runner,
|
||||
queue, test_context->allocator, command_list, &uniform_index);
|
||||
|
||||
pso = create_pipeline(runner, primitive_topology, vs_code, ps_code, hs_code, ds_code, gs_code);
|
||||
pso = test_context->device2
|
||||
? create_pipeline_device2(runner, primitive_topology, vs_code, ps_code, hs_code, ds_code, gs_code)
|
||||
: create_pipeline(runner, primitive_topology, vs_code, ps_code, hs_code, ds_code, gs_code);
|
||||
|
||||
ID3D10Blob_Release(vs_code);
|
||||
ID3D10Blob_Release(ps_code);
|
||||
|
Loading…
Reference in New Issue
Block a user