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

@@ -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);
}