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d3d12: Some fix for creation of PSO
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parent
34bf82d81c
commit
c6e2f070ee
1 changed files with 20 additions and 5 deletions
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@ -152,9 +152,9 @@ ID3D12PipelineState *PipelineStateObjectCache::getGraphicPipelineState(ID3D12Dev
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}
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}
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else
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else
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{
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{
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LOG_WARNING(RSX, "Add program :");
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/* LOG_WARNING(RSX, "Add program :");
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LOG_WARNING(RSX, "*** vp id = %d", m_vertex_prog.Id);
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LOG_WARNING(RSX, "*** vp id = %d", m_vertex_prog.Id);
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LOG_WARNING(RSX, "*** fp id = %d", m_fragment_prog.Id);
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LOG_WARNING(RSX, "*** fp id = %d", m_fragment_prog.Id);*/
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D3D12_GRAPHICS_PIPELINE_STATE_DESC graphicPipelineStateDesc = {};
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D3D12_GRAPHICS_PIPELINE_STATE_DESC graphicPipelineStateDesc = {};
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@ -205,6 +205,17 @@ ID3D12PipelineState *PipelineStateObjectCache::getGraphicPipelineState(ID3D12Dev
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graphicPipelineStateDesc.BlendState = CD3D12_BLEND_DESC;
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graphicPipelineStateDesc.BlendState = CD3D12_BLEND_DESC;
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graphicPipelineStateDesc.DepthStencilState = CD3D12_DEPTH_STENCIL_DESC;
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graphicPipelineStateDesc.DepthStencilState = CD3D12_DEPTH_STENCIL_DESC;
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graphicPipelineStateDesc.RasterizerState = CD3D12_RASTERIZER_DESC;
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graphicPipelineStateDesc.RasterizerState = CD3D12_RASTERIZER_DESC;
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graphicPipelineStateDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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graphicPipelineStateDesc.NumRenderTargets = 1;
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graphicPipelineStateDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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graphicPipelineStateDesc.DSVFormat = DXGI_FORMAT_D16_UNORM;
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// graphicPipelineStateDesc.InputLayout.pInputElementDescs = VTXLayout::getInputAssemblyLayout();
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// graphicPipelineStateDesc.InputLayout.NumElements = (UINT)VTXLayout::getInputAssemblySize();
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graphicPipelineStateDesc.SampleDesc.Count = 1;
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graphicPipelineStateDesc.SampleMask = UINT_MAX;
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graphicPipelineStateDesc.NodeMask = 1;
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device->CreateGraphicsPipelineState(&graphicPipelineStateDesc, IID_PPV_ARGS(&result));
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device->CreateGraphicsPipelineState(&graphicPipelineStateDesc, IID_PPV_ARGS(&result));
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Add(result, m_fragment_prog, m_vertex_prog);
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Add(result, m_fragment_prog, m_vertex_prog);
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@ -229,11 +240,15 @@ ID3D12PipelineState *PipelineStateObjectCache::getGraphicPipelineState(ID3D12Dev
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void Shader::Compile(SHADER_TYPE st)
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void Shader::Compile(SHADER_TYPE st)
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{
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{
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static const char VSstring[] =
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static const char VSstring[] =
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"float4 main(float4 pos : POSITION) : SV_POSITION"
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"#define RS \"RootFlags( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT)\"\n"
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"{"
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"[RootSignature(RS)]\n"
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" return pos;"
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"float4 main(float4 pos : POSITION) : SV_POSITION\n"
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"{\n"
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" return pos;\n"
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"}";
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"}";
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static const char FSstring[] =
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static const char FSstring[] =
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"#define RS \"RootFlags( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT)\"\n"
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"[RootSignature(RS)]\n"
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"float4 main() : SV_TARGET"
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"float4 main() : SV_TARGET"
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"{"
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"{"
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"return float4(1.0f, 1.0f, 1.0f, 1.0f);"
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"return float4(1.0f, 1.0f, 1.0f, 1.0f);"
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