From 6d4df71f61605f03ce2404b875508f78a2e4f43d Mon Sep 17 00:00:00 2001 From: Giovanni Mascellani Date: Thu, 2 Oct 2025 10:47:21 +0200 Subject: [PATCH] tests/d3d12: Use D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE in test_depth_load(). The texture is also accessed by a compute shader. --- tests/d3d12.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tests/d3d12.c b/tests/d3d12.c index 0026ba9e0..5102d9215 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -21527,7 +21527,7 @@ static void test_depth_load(void) ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, tests[i], 0, 0, NULL); transition_sub_resource_state(command_list, ds.texture, 0, - D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); @@ -21564,7 +21564,7 @@ static void test_depth_load(void) transition_sub_resource_state(command_list, texture, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); transition_sub_resource_state(command_list, ds.texture, 0, - D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE); + D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE); vkd3d_test_pop_context(); }