Giovanni Mascellani (@giomasce) commented about tests/d3d12.c:
ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); }
+static void test_create_pipeline_state(void) +{ + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + ID3D12RootSignature *root_signature; + ID3D12PipelineState *pipeline_state; + ID3D12Device2 *device2; + ID3D12Device *device; + unsigned int i; + ULONG refcount; + HRESULT hr; + + static const DWORD cs_code[] =
At least for the shaders our compiler supports it would be nice to avoid hardcoding the DXBC code, which is less comfortable to check and edit. See for instance 9de793f180a5f890d1e484ffba35bbda946e6db0. -- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/461#note_52222