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tests/shader_runner_d3d12: Do not keep a free list for pipeline states.
It's not very useful, since we're synchronizing with the GPU anyway.
This commit is contained in:
committed by
Henri Verbeet
parent
544a0d1631
commit
9b7ff3dcf6
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
@@ -1143,8 +1143,6 @@ struct test_context
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ID3D12CommandAllocator *allocator;
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ID3D12GraphicsCommandList *list;
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ID3D12GraphicsCommandList1 *list1;
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ID3D12PipelineState **pso;
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size_t pso_count, pso_capacity;
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D3D12_RESOURCE_DESC render_target_desc;
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ID3D12Resource *render_target;
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@@ -1332,15 +1330,6 @@ static inline bool init_compute_test_context_(const char *file, unsigned int lin
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return true;
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}
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static inline void destroy_pipeline_state_objects(struct test_context *context)
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{
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size_t i;
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for (i = 0; i < context->pso_count; ++i)
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ID3D12PipelineState_Release(context->pso[i]);
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context->pso_count = 0;
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}
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#define destroy_test_context(context) destroy_test_context_(__FILE__, __LINE__, context)
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static inline void destroy_test_context_(const char *file, unsigned int line, struct test_context *context)
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{
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@@ -1361,8 +1350,6 @@ static inline void destroy_test_context_(const char *file, unsigned int line, st
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if (context->list1)
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ID3D12GraphicsCommandList1_Release(context->list1);
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ID3D12GraphicsCommandList_Release(context->list);
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destroy_pipeline_state_objects(context);
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free(context->pso);
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if (context->device2)
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ID3D12Device2_Release(context->device2);
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