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vkd3d: Allow depth rendering without pixel shader.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1893,6 +1893,17 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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HRESULT hr;
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int ret;
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static const DWORD default_ps_code[] =
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{
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#if 0
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ps_4_0
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ret
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#endif
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0x43425844, 0x19cbf606, 0x18f562b9, 0xdaeed4db, 0xc324aa46, 0x00000001, 0x00000060, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x52444853, 0x0000000c, 0x00000040, 0x00000003, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE default_ps = {default_ps_code, sizeof(default_ps_code)};
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static const struct
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{
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enum VkShaderStageFlagBits stage;
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@ -1984,6 +1995,15 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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graphics->attachment_references[0].attachment = 0;
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graphics->attachment_references[0].layout = depth_layout;
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++graphics->rt_idx;
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if (!desc->PS.pShaderBytecode)
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{
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if (FAILED(hr = create_shader_stage(device, &graphics->stages[graphics->stage_count],
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VK_SHADER_STAGE_FRAGMENT_BIT, &default_ps, NULL, NULL)))
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goto fail;
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++graphics->stage_count;
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}
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}
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for (i = 0; i < rt_count; ++i)
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