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tests/shader_runner_d3d12: Do not leave a root signature around between draw calls.
Since it's always recreated anyway.
This commit is contained in:
committed by
Henri Verbeet
parent
c50210f230
commit
544a0d1631
Notes:
Henri Verbeet
2025-11-20 18:37:14 +01:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1833
@@ -823,8 +823,6 @@ static bool d3d12_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY pr
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return false;
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}
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if (test_context->root_signature)
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ID3D12RootSignature_Release(test_context->root_signature);
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test_context->root_signature = d3d12_runner_create_root_signature(runner,
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queue, test_context->allocator, command_list, &uniform_index);
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@@ -842,7 +840,11 @@ static bool d3d12_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY pr
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ID3D10Blob_Release(gs_code);
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if (!pso)
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{
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ID3D12RootSignature_Release(test_context->root_signature);
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test_context->root_signature = NULL;
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return false;
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}
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add_pso(test_context, pso);
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@@ -928,6 +930,10 @@ static bool d3d12_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY pr
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wait_queue_idle(device, queue);
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reset_command_list(command_list, test_context->allocator);
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if (test_context->root_signature)
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ID3D12RootSignature_Release(test_context->root_signature);
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test_context->root_signature = NULL;
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return true;
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}
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