tests/d3d12: Use get_cpu_sampler_handle() for the sampler heap in test_unbounded_samplers().

This commit is contained in:
Conor McCarthy 2024-04-20 15:20:38 +10:00 committed by Alexandre Julliard
parent cc1877dadb
commit fd416b492c
Notes: Alexandre Julliard 2024-05-22 23:00:11 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/815

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@ -37440,7 +37440,7 @@ static void test_unbounded_samplers(void)
sampler_desc.AddressU = (i & 1) ? D3D12_TEXTURE_ADDRESS_MODE_CLAMP : D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressV = (i & 2) ? D3D12_TEXTURE_ADDRESS_MODE_CLAMP : D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
ID3D12Device_CreateSampler(device, &sampler_desc, get_cpu_descriptor_handle(&context, sampler_heap, i));
ID3D12Device_CreateSampler(device, &sampler_desc, get_cpu_sampler_handle(&context, sampler_heap, i));
}
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);