diff --git a/tests/shader_runner_d3d12.c b/tests/shader_runner_d3d12.c index e4708376..a17a171e 100644 --- a/tests/shader_runner_d3d12.c +++ b/tests/shader_runner_d3d12.c @@ -305,17 +305,21 @@ static void parse_test_directive(struct shader_context *context, const char *lin range->RegisterSpace = 0; range->OffsetInDescriptorsFromTableStart = 0; - texture->heap = create_gpu_descriptor_heap(context->c.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); - texture->resource = create_default_texture(context->c.device, texture->width, texture->height, - texture->format, 0, D3D12_RESOURCE_STATE_COPY_DEST); - resource_data.pData = texture->data; - resource_data.SlicePitch = resource_data.RowPitch = texture->width * texture->texel_size; - upload_texture_data(texture->resource, &resource_data, 1, context->c.queue, command_list); - reset_command_list(command_list, context->c.allocator); - transition_resource_state(command_list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST, - D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); - ID3D12Device_CreateShaderResourceView(context->c.device, texture->resource, - NULL, get_cpu_descriptor_handle(&context->c, texture->heap, 0)); + if (!texture->resource) + { + texture->heap = create_gpu_descriptor_heap(context->c.device, + D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); + texture->resource = create_default_texture(context->c.device, texture->width, texture->height, + texture->format, 0, D3D12_RESOURCE_STATE_COPY_DEST); + resource_data.pData = texture->data; + resource_data.SlicePitch = resource_data.RowPitch = texture->width * texture->texel_size; + upload_texture_data(texture->resource, &resource_data, 1, context->c.queue, command_list); + reset_command_list(command_list, context->c.allocator); + transition_resource_state(command_list, texture->resource, D3D12_RESOURCE_STATE_COPY_DEST, + D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + ID3D12Device_CreateShaderResourceView(context->c.device, texture->resource, + NULL, get_cpu_descriptor_handle(&context->c, texture->heap, 0)); + } } assert(root_signature_desc.NumParameters <= ARRAY_SIZE(root_params)); @@ -650,6 +654,10 @@ START_TEST(shader_runner_d3d12) if (!strcmp(line, "[pixel shader]\n")) { state = STATE_SHADER_PIXEL; + + if (context.ps_code) + ID3D10Blob_Release(context.ps_code); + context.ps_code = NULL; } else if (!strcmp(line, "[pixel shader fail]\n")) {