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>
This commit is contained in:
Józef Kucia 2019-05-17 10:39:12 +02:00 committed by Alexandre Julliard
parent 26e6957875
commit f629cdecc1
2 changed files with 43 additions and 3 deletions

View File

@ -2228,8 +2228,17 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
graphics->rtv_formats[i] = VK_FORMAT_UNDEFINED; graphics->rtv_formats[i] = VK_FORMAT_UNDEFINED;
graphics->rt_count = rt_count; graphics->rt_count = rt_count;
ds_desc_from_d3d12(&graphics->ds_desc, &desc->DepthStencilState);
if (desc->DSVFormat == DXGI_FORMAT_UNKNOWN
&& graphics->ds_desc.depthTestEnable && !graphics->ds_desc.depthWriteEnable
&& graphics->ds_desc.depthCompareOp == VK_COMPARE_OP_ALWAYS && !graphics->ds_desc.stencilTestEnable)
{
TRACE("Disabling depth test.\n");
graphics->ds_desc.depthTestEnable = VK_FALSE;
}
graphics->dsv_format = VK_FORMAT_UNDEFINED; graphics->dsv_format = VK_FORMAT_UNDEFINED;
if (desc->DepthStencilState.DepthEnable || desc->DepthStencilState.StencilEnable) if (graphics->ds_desc.depthTestEnable || graphics->ds_desc.stencilTestEnable)
{ {
if (desc->DSVFormat == DXGI_FORMAT_UNKNOWN) if (desc->DSVFormat == DXGI_FORMAT_UNKNOWN)
{ {
@ -2545,8 +2554,6 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
graphics->ms_desc.alphaToCoverageEnable = desc->BlendState.AlphaToCoverageEnable; graphics->ms_desc.alphaToCoverageEnable = desc->BlendState.AlphaToCoverageEnable;
graphics->ms_desc.alphaToOneEnable = VK_FALSE; graphics->ms_desc.alphaToOneEnable = VK_FALSE;
ds_desc_from_d3d12(&graphics->ds_desc, &desc->DepthStencilState);
if (graphics->dsv_format == VK_FORMAT_UNDEFINED) if (graphics->dsv_format == VK_FORMAT_UNDEFINED)
graphics->render_pass = VK_NULL_HANDLE; graphics->render_pass = VK_NULL_HANDLE;
else if (FAILED(hr = d3d12_graphics_pipeline_state_create_render_pass(graphics, else if (FAILED(hr = d3d12_graphics_pipeline_state_create_render_pass(graphics,

View File

@ -4963,6 +4963,39 @@ static void test_unknown_dsv_format(void)
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &green, 0); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &green, 0);
/* DSVFormat = DXGI_FORMAT_UNKNOWN and D3D12_COMPARISON_FUNC_ALWAYS */
ID3D12PipelineState_Release(context.pipeline_state);
pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &red.x, 0);
set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.0f, 0.0f);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &green.x, 0);
set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 1.0f, 0.6f);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &green, 0);
destroy_depth_stencil(&ds); destroy_depth_stencil(&ds);
destroy_test_context(&context); destroy_test_context(&context);
} }