tests/shader_runner_d3d12: Always create a descriptor heap.

So it's also available when resources are not used, which
simplifies later commits.
This commit is contained in:
Giovanni Mascellani
2025-11-06 22:33:27 +01:00
committed by Henri Verbeet
parent fb985f496d
commit a30c07f510
Notes: Henri Verbeet 2025-11-12 15:30:40 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1811

View File

@@ -143,10 +143,6 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
break;
case RESOURCE_TYPE_TEXTURE:
if (!runner->heap)
runner->heap = create_gpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER)
{
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = { 0 };
@@ -227,10 +223,6 @@ static struct resource *d3d12_runner_create_resource(struct shader_runner *r, co
break;
case RESOURCE_TYPE_UAV:
if (!runner->heap)
runner->heap = create_gpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
if (params->desc.dimension == RESOURCE_DIMENSION_BUFFER)
{
D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { 0 };
@@ -935,8 +927,7 @@ static bool d3d12_runner_draw(struct shader_runner *r, D3D_PRIMITIVE_TOPOLOGY pr
if (runner->r.uniform_count)
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, uniform_index,
runner->r.uniform_count, runner->r.uniforms, 0);
if (runner->heap)
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &runner->heap);
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &runner->heap);
for (i = 0; i < runner->r.resource_count; ++i)
{
struct d3d12_resource *resource = d3d12_resource(runner->r.resources[i]);
@@ -1200,6 +1191,9 @@ static void d3d12_runner_init_caps(struct d3d12_shader_runner *runner,
{
runner->caps.format_caps[formats[i]] = get_format_support(device, formats[i]);
}
runner->heap = create_gpu_descriptor_heap(device,
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, MAX_RESOURCE_DESCRIPTORS);
}
static bool device_supports_shader_model_6_0(ID3D12Device *device)