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tests/d3d12: Use get_cpu_sampler_handle() for the sampler heap in test_unbounded_samplers().
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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
@ -37440,7 +37440,7 @@ static void test_unbounded_samplers(void)
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sampler_desc.AddressU = (i & 1) ? D3D12_TEXTURE_ADDRESS_MODE_CLAMP : D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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sampler_desc.AddressV = (i & 2) ? D3D12_TEXTURE_ADDRESS_MODE_CLAMP : D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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ID3D12Device_CreateSampler(device, &sampler_desc, get_cpu_descriptor_handle(&context, sampler_heap, i));
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ID3D12Device_CreateSampler(device, &sampler_desc, get_cpu_sampler_handle(&context, sampler_heap, i));
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}
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ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
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