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tests: Add a basic shader test for compute shaders.
This commit is contained in:
committed by
Alexandre Julliard
parent
6f1f14d97a
commit
75494a4ae6
Notes:
Alexandre Julliard
2022-10-19 22:07:47 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/30
@@ -874,6 +874,26 @@ static ID3D12PipelineState *create_pipeline_state_(unsigned int line, ID3D12Devi
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return SUCCEEDED(hr) ? pipeline_state : NULL;
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}
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#define create_compute_pipeline_state(a, b, c) create_compute_pipeline_state_(__LINE__, a, b, c)
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static inline ID3D12PipelineState *create_compute_pipeline_state_(unsigned int line, ID3D12Device *device,
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ID3D12RootSignature *root_signature, const D3D12_SHADER_BYTECODE cs)
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{
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D3D12_COMPUTE_PIPELINE_STATE_DESC pipeline_state_desc;
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ID3D12PipelineState *pipeline_state = NULL;
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HRESULT hr;
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memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc));
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pipeline_state_desc.pRootSignature = root_signature;
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pipeline_state_desc.CS = cs;
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pipeline_state_desc.NodeMask = 0;
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pipeline_state_desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
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hr = ID3D12Device_CreateComputePipelineState(device, &pipeline_state_desc,
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&IID_ID3D12PipelineState, (void **)&pipeline_state);
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ok_(line)(SUCCEEDED(hr), "Failed to create compute pipeline state, hr %#x.\n", hr);
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return pipeline_state;
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}
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struct test_context_desc
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{
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unsigned int rt_width, rt_height, rt_array_size;
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