RHI: Add Compute/Dispatch unit tests (P1-7) and fix shader type bugs
Bug fixes: - D3D12Shader::Compile: Set m_type based on target string (cs_/vs_/ps_/gs_) - OpenGLShader::Compile: Parse target parameter to determine shader type - OpenGLShader::CompileCompute: Set m_type = ShaderType::Compute - D3D12CommandList::SetPipelineState: Use correct PSO handle for Compute New tests (test_compute.cpp, 8 tests): - ComputeShader_Compile_ValidShader - ComputeShader_GetType_ReturnsCompute - ComputeShader_Shutdown_Invalidates - PipelineState_SetComputeShader - PipelineState_HasComputeShader_ReturnsTrue - PipelineState_GetType_Compute - PipelineState_EnsureValid_Compute - CommandList_Dispatch_Basic Test results: 232/232 passed (D3D12: 116, OpenGL: 116)
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@@ -178,7 +178,13 @@ void D3D12CommandList::AliasBarrier(ID3D12Resource* beforeResource, ID3D12Resour
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void D3D12CommandList::SetPipelineState(RHIPipelineState* pso) {
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if (!pso) return;
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SetPipelineStateInternal(static_cast<ID3D12PipelineState*>(pso->GetNativeHandle()));
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if (pso->GetType() == PipelineType::Compute) {
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D3D12PipelineState* d3d12Pso = static_cast<D3D12PipelineState*>(pso);
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SetPipelineStateInternal(d3d12Pso->GetComputePipelineState());
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} else {
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SetPipelineStateInternal(static_cast<ID3D12PipelineState*>(pso->GetNativeHandle()));
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}
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}
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void D3D12CommandList::SetPipelineState(ID3D12PipelineState* pso) {
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