d3d12: Don't require DXIL for WSL

Always use the experimental shader models feature, which allows
unsigned DXIL to be used, so we don't need a libdxil for WSL.

Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7937>
This commit is contained in:
Jesse Natalie 2020-12-04 15:39:55 -08:00 committed by Marge Bot
parent 0b60d6a24d
commit eb4353838d
2 changed files with 15 additions and 6 deletions

View File

@ -1174,19 +1174,25 @@ d3d12_validation_tools::d3d12_validation_tools()
{
load_dxil_dll();
DxcCreateInstanceProc dxil_create_func = (DxcCreateInstanceProc)util_dl_get_proc_address(dxil_module, "DxcCreateInstance");
assert(dxil_create_func);
HRESULT hr = dxil_create_func(CLSID_DxcValidator, IID_PPV_ARGS(&validator));
if (FAILED(hr)) {
debug_printf("D3D12: Unable to create validator\n");
if (dxil_create_func) {
HRESULT hr = dxil_create_func(CLSID_DxcValidator, IID_PPV_ARGS(&validator));
if (FAILED(hr)) {
debug_printf("D3D12: Unable to create validator\n");
}
}
#ifdef _WIN32
else if (!(d3d12_debug & D3D12_DEBUG_EXPERIMENTAL)) {
debug_printf("D3D12: Unable to load DXIL.dll\n");
}
#endif
DxcCreateInstanceProc compiler_create_func = nullptr;
if(dxc_compiler_module.load("dxcompiler.dll"))
compiler_create_func = (DxcCreateInstanceProc)util_dl_get_proc_address(dxc_compiler_module, "DxcCreateInstance");
if (compiler_create_func) {
hr = compiler_create_func(CLSID_DxcLibrary, IID_PPV_ARGS(&library));
HRESULT hr = compiler_create_func(CLSID_DxcLibrary, IID_PPV_ARGS(&library));
if (FAILED(hr)) {
debug_printf("D3D12: Unable to create library instance: %x\n", hr);
}

View File

@ -702,7 +702,10 @@ create_device(IUnknown *adapter)
return NULL;
}
if (d3d12_debug & D3D12_DEBUG_EXPERIMENTAL) {
#ifdef _WIN32
if (d3d12_debug & D3D12_DEBUG_EXPERIMENTAL)
#endif
{
D3D12EnableExperimentalFeatures = (PFN_D3D12ENABLEEXPERIMENTALFEATURES)util_dl_get_proc_address(d3d12_mod, "D3D12EnableExperimentalFeatures");
D3D12EnableExperimentalFeatures(1, &D3D12ExperimentalShaderModels, NULL, NULL);
}