Check that multiple D3D12 devices with different resources doesn't break

This commit is contained in:
baldurk
2021-11-11 15:54:47 +00:00
parent 3da6a89bfb
commit 4d906c5007
@@ -47,6 +47,22 @@ float4 main() : SV_Target0
if(!Init())
return 3;
LUID luid = dev->GetAdapterLuid();
IDXGIAdapterPtr pDXGIAdapter;
ID3D12DevicePtr devB;
{
HRESULT hr = EnumAdapterByLuid(dev->GetAdapterLuid(), pDXGIAdapter);
if(FAILED(hr))
return 2;
devB = CreateDevice({pDXGIAdapter}, D3D_FEATURE_LEVEL_11_0);
if(!devB)
return 2;
}
// create a buffer on another unrelated device
ID3D12ResourcePtr bufferB = D3D12BufferCreator(devB, this).Data(DefaultTri);
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");