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vkd3d: Implement creating compute pipeline states from shaders with embedded root signatures.
This commit is contained in:
committed by
Alexandre Julliard
parent
18986ddb50
commit
7d6f0f2592
Notes:
Alexandre Julliard
2024-04-15 22:23:48 +02:00
Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/790
@@ -3135,9 +3135,8 @@ static void test_create_compute_pipeline_state(void)
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pipeline_state_desc.CS = shader_bytecode(cs_with_rs, sizeof(cs_with_rs));
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hr = ID3D12Device_CreateComputePipelineState(device, &pipeline_state_desc,
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&IID_ID3D12PipelineState, (void **)&pipeline_state);
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todo ok(hr == S_OK, "Got hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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ID3D12PipelineState_Release(pipeline_state);
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ok(hr == S_OK, "Got hr %#x.\n", hr);
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ID3D12PipelineState_Release(pipeline_state);
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refcount = ID3D12Device_Release(device);
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ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
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