Verify that we can create pipeline state objects for the D3D12 renderer

Fixes https://github.com/libsdl-org/SDL/issues/9093
This commit is contained in:
Sam Lantinga
2024-02-24 19:55:10 -08:00
parent 5593ddb6a7
commit 2b0e7c40ef

View File

@@ -1080,32 +1080,23 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
} }
} }
#if 0 /* Actually, don't do this, it causes a huge startup time on some systems */
{ {
const SDL_BlendMode defaultBlendModes[] = { const SDL_BlendMode defaultBlendModes[] = {
SDL_BLENDMODE_NONE,
SDL_BLENDMODE_BLEND, SDL_BLENDMODE_BLEND,
SDL_BLENDMODE_ADD,
SDL_BLENDMODE_MOD,
SDL_BLENDMODE_MUL
}; };
const DXGI_FORMAT defaultRTVFormats[] = { const DXGI_FORMAT defaultRTVFormats[] = {
DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_FORMAT_R10G10B10A2_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_B8G8R8X8_UNORM,
DXGI_FORMAT_R8_UNORM
}; };
int i, j, k, l; int i, j, k, l;
/* Create all the default pipeline state objects /* Create a few default pipeline state objects, to verify that this renderer will work */
(will add everything except custom blend states) */
for (i = 0; i < NUM_SHADERS; ++i) { for (i = 0; i < NUM_SHADERS; ++i) {
for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) { for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) {
for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) { for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) {
for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) { for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) {
if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader)i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE)k, defaultRTVFormats[l])) { if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader)i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE)k, defaultRTVFormats[l])) {
/* D3D12_CreatePipelineState will set the SDL error, if it fails */ /* D3D12_CreatePipelineState will set the SDL error, if it fails */
result = E_FAIL;
goto done; goto done;
} }
} }
@@ -1113,7 +1104,6 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
} }
} }
} }
#endif /* 0 */
/* Create default vertex buffers */ /* Create default vertex buffers */
for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) { for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {