diff --git a/src/render/direct3d12/SDL_render_d3d12.c b/src/render/direct3d12/SDL_render_d3d12.c index 2ce0eb6838..afd25c9cdf 100644 --- a/src/render/direct3d12/SDL_render_d3d12.c +++ b/src/render/direct3d12/SDL_render_d3d12.c @@ -749,7 +749,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer) ID3D12Device *d3dDevice = NULL; HRESULT result = S_OK; UINT creationFlags = 0; - int i, j, k, l; + int i; SDL_bool createDebug; D3D12_COMMAND_QUEUE_DESC queueDesc; @@ -757,21 +757,6 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer) D3D12_SAMPLER_DESC samplerDesc; ID3D12DescriptorHeap *rootDescriptorHeaps[2]; - const SDL_BlendMode defaultBlendModes[] = { - SDL_BLENDMODE_NONE, - SDL_BLENDMODE_BLEND, - SDL_BLENDMODE_ADD, - SDL_BLENDMODE_MOD, - SDL_BLENDMODE_MUL - }; - const DXGI_FORMAT defaultRTVFormats[] = { - DXGI_FORMAT_R16G16B16A16_FLOAT, - DXGI_FORMAT_R10G10B10A2_UNORM, - DXGI_FORMAT_B8G8R8A8_UNORM, - DXGI_FORMAT_B8G8R8X8_UNORM, - DXGI_FORMAT_R8_UNORM - }; - /* See if we need debug interfaces */ createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE); @@ -1056,20 +1041,40 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer) } } - /* Create all the default pipeline state objects - (will add everything except custom blend states) */ - for (i = 0; i < NUM_SHADERS; ++i) { - for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) { - for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) { - for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) { - if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader)i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE)k, defaultRTVFormats[l])) { - /* D3D12_CreatePipelineState will set the SDL error, if it fails */ - goto done; +#if 0 /* Actually, don't do this, it causes a huge startup time on some systems */ + { + const SDL_BlendMode defaultBlendModes[] = { + SDL_BLENDMODE_NONE, + SDL_BLENDMODE_BLEND, + SDL_BLENDMODE_ADD, + SDL_BLENDMODE_MOD, + SDL_BLENDMODE_MUL + }; + const DXGI_FORMAT defaultRTVFormats[] = { + DXGI_FORMAT_R16G16B16A16_FLOAT, + DXGI_FORMAT_R10G10B10A2_UNORM, + DXGI_FORMAT_B8G8R8A8_UNORM, + DXGI_FORMAT_B8G8R8X8_UNORM, + DXGI_FORMAT_R8_UNORM + }; + int i, j, k, l; + + /* Create all the default pipeline state objects + (will add everything except custom blend states) */ + for (i = 0; i < NUM_SHADERS; ++i) { + for (j = 0; j < SDL_arraysize(defaultBlendModes); ++j) { + for (k = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; k < D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; ++k) { + for (l = 0; l < SDL_arraysize(defaultRTVFormats); ++l) { + if (!D3D12_CreatePipelineState(renderer, (D3D12_Shader)i, defaultBlendModes[j], (D3D12_PRIMITIVE_TOPOLOGY_TYPE)k, defaultRTVFormats[l])) { + /* D3D12_CreatePipelineState will set the SDL error, if it fails */ + goto done; + } } } } } } +#endif /* 0 */ /* Create default vertex buffers */ for (i = 0; i < SDL_D3D12_NUM_VERTEX_BUFFERS; ++i) {