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