@@ -12423,7 +12423,7 @@ void ExecutionTest::runCoopVecMulSubtest(
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}
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// Create the compute pipeline state for the CoopVec shader
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- CComPtr<ID3D12PipelineState> ComputePipelineState ;
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+ CComPtr<ID3D12PipelineState> PipelineState ;
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std::string ShaderSource = R"(
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#include "dx/linalg.h"
@@ -12613,7 +12613,7 @@ float4 ps_main() : SV_Target {
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if (RunCompute) {
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CreateComputePSO(D3DDevice, RootSignature, ShaderSource.c_str(), L"cs_6_9",
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- &ComputePipelineState , Options, _countof(Options),
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+ &PipelineState , Options, _countof(Options),
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IncludeHandler);
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} else {
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CComPtr<ID3DBlob> VertexShader;
@@ -12639,7 +12639,7 @@ float4 ps_main() : SV_Target {
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PsoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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PsoDesc.SampleDesc.Count = 1;
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VERIFY_SUCCEEDED(D3DDevice->CreateGraphicsPipelineState(
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- &PsoDesc, IID_PPV_ARGS(&ComputePipelineState )));
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+ &PsoDesc, IID_PPV_ARGS(&PipelineState )));
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}
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// Create a command list for the compute shader.
@@ -12653,7 +12653,7 @@ float4 ps_main() : SV_Target {
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VERIFY_SUCCEEDED(D3DDevice->CreateCommandAllocator(
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D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&CommandAllocator)));
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VERIFY_SUCCEEDED(D3DDevice->CreateCommandList(
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- 0, D3D12_COMMAND_LIST_TYPE_DIRECT, CommandAllocator, ComputePipelineState ,
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+ 0, D3D12_COMMAND_LIST_TYPE_DIRECT, CommandAllocator, PipelineState ,
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IID_PPV_ARGS(&CommandList)));
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std::vector<CComPtr<ID3D12Resource>> InputMatrixSRVResources(
@@ -12753,7 +12753,7 @@ float4 ps_main() : SV_Target {
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ExecuteCommandList(CommandQueue, CommandList);
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WaitForSignal(CommandQueue, FO);
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VERIFY_SUCCEEDED(CommandAllocator->Reset());
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- VERIFY_SUCCEEDED(CommandList->Reset(CommandAllocator, ComputePipelineState ));
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+ VERIFY_SUCCEEDED(CommandList->Reset(CommandAllocator, PipelineState ));
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SetDescriptorHeap(CommandList, DescriptorHeap);
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@@ -12767,7 +12767,7 @@ float4 ps_main() : SV_Target {
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if (RunCompute) {
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CommandList->SetComputeRootSignature(RootSignature);
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CommandList->SetComputeRootDescriptorTable(0, ResHandle);
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- CommandList->SetPipelineState(ComputePipelineState );
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+ CommandList->SetPipelineState(PipelineState );
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CommandList->Dispatch(1, 1, 1);
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} else {
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UINT FrameCount = 1;
@@ -13039,7 +13039,7 @@ void ExecutionTest::runCoopVecOuterProductSubtest(
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}
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// Create a compute pipeline state object.
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- CComPtr<ID3D12PipelineState> ComputePipelineState ;
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+ CComPtr<ID3D12PipelineState> PipelineState ;
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std::string ShaderSource = R"(
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#include "dx/linalg.h"
@@ -13174,7 +13174,7 @@ float4 ps_main() : SV_Target {
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if (RunCompute) {
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CreateComputePSO(D3DDevice, RootSignature, ShaderSource.c_str(), L"cs_6_9",
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- &ComputePipelineState , Options, _countof(Options),
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+ &PipelineState , Options, _countof(Options),
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IncludeHandler);
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} else {
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CComPtr<ID3DBlob> VertexShader;
@@ -13200,7 +13200,7 @@ float4 ps_main() : SV_Target {
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PsoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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PsoDesc.SampleDesc.Count = 1;
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VERIFY_SUCCEEDED(D3DDevice->CreateGraphicsPipelineState(
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- &PsoDesc, IID_PPV_ARGS(&ComputePipelineState )));
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+ &PsoDesc, IID_PPV_ARGS(&PipelineState )));
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}
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// Create a command list for the compute shader.
@@ -13214,7 +13214,7 @@ float4 ps_main() : SV_Target {
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VERIFY_SUCCEEDED(D3DDevice->CreateCommandAllocator(
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D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&CommandAllocator)));
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VERIFY_SUCCEEDED(D3DDevice->CreateCommandList(
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- 0, D3D12_COMMAND_LIST_TYPE_DIRECT, CommandAllocator, ComputePipelineState ,
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+ 0, D3D12_COMMAND_LIST_TYPE_DIRECT, CommandAllocator, PipelineState ,
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IID_PPV_ARGS(&CommandList)));
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CComPtr<ID3D12Resource> InputMatrixSRVResource, InputMatrixSRVUploadResource;
@@ -13355,7 +13355,7 @@ float4 ps_main() : SV_Target {
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ExecuteCommandList(CommandQueue, CommandList);
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WaitForSignal(CommandQueue, FO);
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VERIFY_SUCCEEDED(CommandAllocator->Reset());
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- VERIFY_SUCCEEDED(CommandList->Reset(CommandAllocator, ComputePipelineState ));
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+ VERIFY_SUCCEEDED(CommandList->Reset(CommandAllocator, PipelineState ));
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SetDescriptorHeap(CommandList, DescriptorHeap);
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@@ -13369,7 +13369,7 @@ float4 ps_main() : SV_Target {
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if (RunCompute) {
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CommandList->SetComputeRootSignature(RootSignature);
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CommandList->SetComputeRootDescriptorTable(0, ResHandle);
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- CommandList->SetPipelineState(ComputePipelineState );
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+ CommandList->SetPipelineState(PipelineState );
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CommandList->Dispatch(1, 1, 1);
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} else {
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UINT FrameCount = 1;
@@ -13415,7 +13415,7 @@ float4 ps_main() : SV_Target {
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WaitForSignal(CommandQueue, FO);
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VERIFY_SUCCEEDED(CommandAllocator->Reset());
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- VERIFY_SUCCEEDED(CommandList->Reset(CommandAllocator, ComputePipelineState ));
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+ VERIFY_SUCCEEDED(CommandList->Reset(CommandAllocator, PipelineState ));
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// Convert matrix to sint8/fp32 row-major format before reading back to the
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// CPU. A new resource is created, along with a readback resource, for the
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