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vkd3d: Disable unncessary depth tests.
Allows us to create the render pass while creating the pipeline state. 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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26e6957875
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@ -2228,8 +2228,17 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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graphics->rtv_formats[i] = VK_FORMAT_UNDEFINED;
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graphics->rt_count = rt_count;
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ds_desc_from_d3d12(&graphics->ds_desc, &desc->DepthStencilState);
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if (desc->DSVFormat == DXGI_FORMAT_UNKNOWN
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&& graphics->ds_desc.depthTestEnable && !graphics->ds_desc.depthWriteEnable
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&& graphics->ds_desc.depthCompareOp == VK_COMPARE_OP_ALWAYS && !graphics->ds_desc.stencilTestEnable)
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{
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TRACE("Disabling depth test.\n");
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graphics->ds_desc.depthTestEnable = VK_FALSE;
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}
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graphics->dsv_format = VK_FORMAT_UNDEFINED;
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if (desc->DepthStencilState.DepthEnable || desc->DepthStencilState.StencilEnable)
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if (graphics->ds_desc.depthTestEnable || graphics->ds_desc.stencilTestEnable)
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{
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if (desc->DSVFormat == DXGI_FORMAT_UNKNOWN)
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{
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@ -2545,8 +2554,6 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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graphics->ms_desc.alphaToCoverageEnable = desc->BlendState.AlphaToCoverageEnable;
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graphics->ms_desc.alphaToOneEnable = VK_FALSE;
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ds_desc_from_d3d12(&graphics->ds_desc, &desc->DepthStencilState);
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if (graphics->dsv_format == VK_FORMAT_UNDEFINED)
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graphics->render_pass = VK_NULL_HANDLE;
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else if (FAILED(hr = d3d12_graphics_pipeline_state_create_render_pass(graphics,
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@ -4963,6 +4963,39 @@ static void test_unknown_dsv_format(void)
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &green, 0);
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/* DSVFormat = DXGI_FORMAT_UNKNOWN and D3D12_COMPARISON_FUNC_ALWAYS */
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ID3D12PipelineState_Release(context.pipeline_state);
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pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &red.x, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.0f, 0.0f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &green.x, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 1.0f, 0.6f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &green, 0);
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destroy_depth_stencil(&ds);
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destroy_test_context(&context);
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}
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