vkd3d: Implement creating compute pipeline states from shaders with embedded root signatures.

This commit is contained in:
Henri Verbeet
2023-09-05 15:39:06 +02:00
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
3 changed files with 28 additions and 6 deletions

View File

@@ -3135,9 +3135,8 @@ static void test_create_compute_pipeline_state(void)
pipeline_state_desc.CS = shader_bytecode(cs_with_rs, sizeof(cs_with_rs));
hr = ID3D12Device_CreateComputePipelineState(device, &pipeline_state_desc,
&IID_ID3D12PipelineState, (void **)&pipeline_state);
todo ok(hr == S_OK, "Got hr %#x.\n", hr);
if (SUCCEEDED(hr))
ID3D12PipelineState_Release(pipeline_state);
ok(hr == S_OK, "Got hr %#x.\n", hr);
ID3D12PipelineState_Release(pipeline_state);
refcount = ID3D12Device_Release(device);
ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);