1 /*
2 * Copyright © Microsoft Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "d3d12_pipeline_state.h"
25 #include "d3d12_compiler.h"
26 #include "d3d12_context.h"
27 #include "d3d12_screen.h"
28
29 #include "util/hash_table.h"
30 #include "util/set.h"
31 #include "util/u_memory.h"
32 #include "util/u_prim.h"
33
34 #include <dxguids/dxguids.h>
35
36 struct d3d12_gfx_pso_entry {
37 struct d3d12_gfx_pipeline_state key;
38 ID3D12PipelineState *pso;
39 };
40
41 struct d3d12_compute_pso_entry {
42 struct d3d12_compute_pipeline_state key;
43 ID3D12PipelineState *pso;
44 };
45
46 static const char *
get_semantic_name(int location,int driver_location,unsigned * index)47 get_semantic_name(int location, int driver_location, unsigned *index)
48 {
49 *index = 0; /* Default index */
50
51 switch (location) {
52
53 case VARYING_SLOT_POS:
54 return "SV_Position";
55
56 case VARYING_SLOT_FACE:
57 return "SV_IsFrontFace";
58
59 case VARYING_SLOT_CLIP_DIST1:
60 *index = 1;
61 FALLTHROUGH;
62 case VARYING_SLOT_CLIP_DIST0:
63 return "SV_ClipDistance";
64
65 case VARYING_SLOT_PRIMITIVE_ID:
66 return "SV_PrimitiveID";
67
68 case VARYING_SLOT_VIEWPORT:
69 return "SV_ViewportArrayIndex";
70
71 case VARYING_SLOT_LAYER:
72 return "SV_RenderTargetArrayIndex";
73
74 default: {
75 *index = driver_location;
76 return "TEXCOORD";
77 }
78 }
79 }
80
81 static nir_variable *
find_so_variable(nir_shader * s,int location,unsigned location_frac,unsigned num_components)82 find_so_variable(nir_shader *s, int location, unsigned location_frac, unsigned num_components)
83 {
84 nir_foreach_variable_with_modes(var, s, nir_var_shader_out) {
85 if (var->data.location != location || var->data.location_frac > location_frac)
86 continue;
87 unsigned var_num_components = var->data.compact ?
88 glsl_get_length(var->type) : glsl_get_components(var->type);
89 if (var->data.location_frac <= location_frac &&
90 var->data.location_frac + var_num_components >= location_frac + num_components)
91 return var;
92 }
93 return nullptr;
94 }
95
96 static void
fill_so_declaration(const struct pipe_stream_output_info * info,nir_shader * last_vertex_stage,D3D12_SO_DECLARATION_ENTRY * entries,UINT * num_entries,UINT * strides,UINT * num_strides)97 fill_so_declaration(const struct pipe_stream_output_info *info,
98 nir_shader *last_vertex_stage,
99 D3D12_SO_DECLARATION_ENTRY *entries, UINT *num_entries,
100 UINT *strides, UINT *num_strides)
101 {
102 int next_offset[MAX_VERTEX_STREAMS] = { 0 };
103
104 *num_entries = 0;
105
106 for (unsigned i = 0; i < info->num_outputs; i++) {
107 const struct pipe_stream_output *output = &info->output[i];
108 const int buffer = output->output_buffer;
109 unsigned index;
110
111 /* Mesa doesn't store entries for gl_SkipComponents in the Outputs[]
112 * array. Instead, it simply increments DstOffset for the following
113 * input by the number of components that should be skipped.
114 *
115 * DirectX12 requires that we create gap entries.
116 */
117 int skip_components = output->dst_offset - next_offset[buffer];
118
119 if (skip_components > 0) {
120 entries[*num_entries].Stream = output->stream;
121 entries[*num_entries].SemanticName = NULL;
122 entries[*num_entries].ComponentCount = skip_components;
123 entries[*num_entries].OutputSlot = buffer;
124 (*num_entries)++;
125 }
126
127 next_offset[buffer] = output->dst_offset + output->num_components;
128
129 entries[*num_entries].Stream = output->stream;
130 nir_variable *var = find_so_variable(last_vertex_stage,
131 output->register_index, output->start_component, output->num_components);
132 assert((var->data.stream & ~NIR_STREAM_PACKED) == output->stream);
133 entries[*num_entries].SemanticName = get_semantic_name(var->data.location,
134 var->data.driver_location, &index);
135 entries[*num_entries].SemanticIndex = index;
136 entries[*num_entries].StartComponent = output->start_component - var->data.location_frac;
137 entries[*num_entries].ComponentCount = output->num_components;
138 entries[*num_entries].OutputSlot = buffer;
139 (*num_entries)++;
140 }
141
142 for (unsigned i = 0; i < MAX_VERTEX_STREAMS; i++)
143 strides[i] = info->stride[i] * 4;
144 *num_strides = MAX_VERTEX_STREAMS;
145 }
146
147 static bool
depth_bias(struct d3d12_rasterizer_state * state,enum pipe_prim_type reduced_prim)148 depth_bias(struct d3d12_rasterizer_state *state, enum pipe_prim_type reduced_prim)
149 {
150 /* glPolygonOffset is supposed to be only enabled when rendering polygons.
151 * In d3d12 case, all polygons (and quads) are lowered to triangles */
152 if (reduced_prim != PIPE_PRIM_TRIANGLES)
153 return false;
154
155 unsigned fill_mode = state->base.cull_face == PIPE_FACE_FRONT ? state->base.fill_back
156 : state->base.fill_front;
157
158 switch (fill_mode) {
159 case PIPE_POLYGON_MODE_FILL:
160 return state->base.offset_tri;
161
162 case PIPE_POLYGON_MODE_LINE:
163 return state->base.offset_line;
164
165 case PIPE_POLYGON_MODE_POINT:
166 return state->base.offset_point;
167
168 default:
169 unreachable("unexpected fill mode");
170 }
171 }
172
173 static D3D12_PRIMITIVE_TOPOLOGY_TYPE
topology_type(enum pipe_prim_type reduced_prim)174 topology_type(enum pipe_prim_type reduced_prim)
175 {
176 switch (reduced_prim) {
177 case PIPE_PRIM_POINTS:
178 return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
179
180 case PIPE_PRIM_LINES:
181 return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
182
183 case PIPE_PRIM_TRIANGLES:
184 return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
185
186 case PIPE_PRIM_PATCHES:
187 return D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
188
189 default:
190 debug_printf("pipe_prim_type: %s\n", u_prim_name(reduced_prim));
191 unreachable("unexpected enum pipe_prim_type");
192 }
193 }
194
195 DXGI_FORMAT
d3d12_rtv_format(struct d3d12_context * ctx,unsigned index)196 d3d12_rtv_format(struct d3d12_context *ctx, unsigned index)
197 {
198 DXGI_FORMAT fmt = ctx->gfx_pipeline_state.rtv_formats[index];
199
200 if (ctx->gfx_pipeline_state.blend->desc.RenderTarget[0].LogicOpEnable &&
201 !ctx->gfx_pipeline_state.has_float_rtv) {
202 switch (fmt) {
203 case DXGI_FORMAT_R8G8B8A8_SNORM:
204 case DXGI_FORMAT_R8G8B8A8_UNORM:
205 case DXGI_FORMAT_B8G8R8A8_UNORM:
206 case DXGI_FORMAT_B8G8R8X8_UNORM:
207 return DXGI_FORMAT_R8G8B8A8_UINT;
208 default:
209 unreachable("unsupported logic-op format");
210 }
211 }
212
213 return fmt;
214 }
215
216 static ID3D12PipelineState *
create_gfx_pipeline_state(struct d3d12_context * ctx)217 create_gfx_pipeline_state(struct d3d12_context *ctx)
218 {
219 struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
220 struct d3d12_gfx_pipeline_state *state = &ctx->gfx_pipeline_state;
221 enum pipe_prim_type reduced_prim = state->prim_type == PIPE_PRIM_PATCHES ?
222 PIPE_PRIM_PATCHES : u_reduced_prim(state->prim_type);
223 D3D12_SO_DECLARATION_ENTRY entries[PIPE_MAX_SO_OUTPUTS] = {};
224 UINT strides[PIPE_MAX_SO_OUTPUTS] = { 0 };
225 UINT num_entries = 0, num_strides = 0;
226
227 D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = { 0 };
228 pso_desc.pRootSignature = state->root_signature;
229
230 nir_shader *last_vertex_stage_nir = NULL;
231
232 if (state->stages[PIPE_SHADER_VERTEX]) {
233 auto shader = state->stages[PIPE_SHADER_VERTEX];
234 pso_desc.VS.BytecodeLength = shader->bytecode_length;
235 pso_desc.VS.pShaderBytecode = shader->bytecode;
236 last_vertex_stage_nir = shader->nir;
237 }
238
239 if (state->stages[PIPE_SHADER_TESS_CTRL]) {
240 auto shader = state->stages[PIPE_SHADER_TESS_CTRL];
241 pso_desc.HS.BytecodeLength = shader->bytecode_length;
242 pso_desc.HS.pShaderBytecode = shader->bytecode;
243 last_vertex_stage_nir = shader->nir;
244 }
245
246 if (state->stages[PIPE_SHADER_TESS_EVAL]) {
247 auto shader = state->stages[PIPE_SHADER_TESS_EVAL];
248 pso_desc.DS.BytecodeLength = shader->bytecode_length;
249 pso_desc.DS.pShaderBytecode = shader->bytecode;
250 last_vertex_stage_nir = shader->nir;
251 }
252
253 if (state->stages[PIPE_SHADER_GEOMETRY]) {
254 auto shader = state->stages[PIPE_SHADER_GEOMETRY];
255 pso_desc.GS.BytecodeLength = shader->bytecode_length;
256 pso_desc.GS.pShaderBytecode = shader->bytecode;
257 last_vertex_stage_nir = shader->nir;
258 }
259
260 bool last_vertex_stage_writes_pos = (last_vertex_stage_nir->info.outputs_written & VARYING_BIT_POS) != 0;
261 if (last_vertex_stage_writes_pos && state->stages[PIPE_SHADER_FRAGMENT] &&
262 !state->rast->base.rasterizer_discard) {
263 auto shader = state->stages[PIPE_SHADER_FRAGMENT];
264 pso_desc.PS.BytecodeLength = shader->bytecode_length;
265 pso_desc.PS.pShaderBytecode = shader->bytecode;
266 }
267
268 if (state->num_so_targets)
269 fill_so_declaration(&state->so_info, last_vertex_stage_nir, entries, &num_entries, strides, &num_strides);
270 pso_desc.StreamOutput.NumEntries = num_entries;
271 pso_desc.StreamOutput.pSODeclaration = entries;
272 pso_desc.StreamOutput.RasterizedStream = state->rast->base.rasterizer_discard ? D3D12_SO_NO_RASTERIZED_STREAM : 0;
273 pso_desc.StreamOutput.NumStrides = num_strides;
274 pso_desc.StreamOutput.pBufferStrides = strides;
275
276 pso_desc.BlendState = state->blend->desc;
277 if (state->has_float_rtv)
278 pso_desc.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
279
280 pso_desc.DepthStencilState = state->zsa->desc;
281 pso_desc.SampleMask = state->sample_mask;
282 pso_desc.RasterizerState = state->rast->desc;
283
284 if (reduced_prim != PIPE_PRIM_TRIANGLES)
285 pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
286
287 if (depth_bias(state->rast, reduced_prim)) {
288 pso_desc.RasterizerState.DepthBias = state->rast->base.offset_units * 2;
289 pso_desc.RasterizerState.DepthBiasClamp = state->rast->base.offset_clamp;
290 pso_desc.RasterizerState.SlopeScaledDepthBias = state->rast->base.offset_scale;
291 }
292
293 pso_desc.InputLayout.pInputElementDescs = state->ves->elements;
294 pso_desc.InputLayout.NumElements = state->ves->num_elements;
295
296 pso_desc.IBStripCutValue = state->ib_strip_cut_value;
297
298 pso_desc.PrimitiveTopologyType = topology_type(reduced_prim);
299
300 pso_desc.NumRenderTargets = state->num_cbufs;
301 for (unsigned i = 0; i < state->num_cbufs; ++i)
302 pso_desc.RTVFormats[i] = d3d12_rtv_format(ctx, i);
303 pso_desc.DSVFormat = state->dsv_format;
304
305 if (state->num_cbufs || state->dsv_format != DXGI_FORMAT_UNKNOWN) {
306 pso_desc.SampleDesc.Count = state->samples;
307 if (!state->zsa->desc.DepthEnable &&
308 !state->zsa->desc.StencilEnable &&
309 !state->rast->desc.MultisampleEnable &&
310 state->samples > 1) {
311 pso_desc.RasterizerState.ForcedSampleCount = 1;
312 pso_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
313 }
314 } else if (state->samples > 1) {
315 pso_desc.SampleDesc.Count = 1;
316 pso_desc.RasterizerState.ForcedSampleCount = state->samples;
317 }
318 pso_desc.SampleDesc.Quality = 0;
319
320 pso_desc.NodeMask = 0;
321
322 pso_desc.CachedPSO.pCachedBlob = NULL;
323 pso_desc.CachedPSO.CachedBlobSizeInBytes = 0;
324
325 pso_desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
326
327 ID3D12PipelineState *ret;
328 if (FAILED(screen->dev->CreateGraphicsPipelineState(&pso_desc,
329 IID_PPV_ARGS(&ret)))) {
330 debug_printf("D3D12: CreateGraphicsPipelineState failed!\n");
331 return NULL;
332 }
333
334 return ret;
335 }
336
337 static uint32_t
hash_gfx_pipeline_state(const void * key)338 hash_gfx_pipeline_state(const void *key)
339 {
340 return _mesa_hash_data(key, sizeof(struct d3d12_gfx_pipeline_state));
341 }
342
343 static bool
equals_gfx_pipeline_state(const void * a,const void * b)344 equals_gfx_pipeline_state(const void *a, const void *b)
345 {
346 return memcmp(a, b, sizeof(struct d3d12_gfx_pipeline_state)) == 0;
347 }
348
349 ID3D12PipelineState *
d3d12_get_gfx_pipeline_state(struct d3d12_context * ctx)350 d3d12_get_gfx_pipeline_state(struct d3d12_context *ctx)
351 {
352 uint32_t hash = hash_gfx_pipeline_state(&ctx->gfx_pipeline_state);
353 struct hash_entry *entry = _mesa_hash_table_search_pre_hashed(ctx->pso_cache, hash,
354 &ctx->gfx_pipeline_state);
355 if (!entry) {
356 struct d3d12_gfx_pso_entry *data = (struct d3d12_gfx_pso_entry *)MALLOC(sizeof(struct d3d12_gfx_pso_entry));
357 if (!data)
358 return NULL;
359
360 data->key = ctx->gfx_pipeline_state;
361 data->pso = create_gfx_pipeline_state(ctx);
362 if (!data->pso) {
363 FREE(data);
364 return NULL;
365 }
366
367 entry = _mesa_hash_table_insert_pre_hashed(ctx->pso_cache, hash, &data->key, data);
368 assert(entry);
369 }
370
371 return ((struct d3d12_gfx_pso_entry *)(entry->data))->pso;
372 }
373
374 void
d3d12_gfx_pipeline_state_cache_init(struct d3d12_context * ctx)375 d3d12_gfx_pipeline_state_cache_init(struct d3d12_context *ctx)
376 {
377 ctx->pso_cache = _mesa_hash_table_create(NULL, NULL, equals_gfx_pipeline_state);
378 }
379
380 static void
delete_gfx_entry(struct hash_entry * entry)381 delete_gfx_entry(struct hash_entry *entry)
382 {
383 struct d3d12_gfx_pso_entry *data = (struct d3d12_gfx_pso_entry *)entry->data;
384 data->pso->Release();
385 FREE(data);
386 }
387
388 static void
remove_gfx_entry(struct d3d12_context * ctx,struct hash_entry * entry)389 remove_gfx_entry(struct d3d12_context *ctx, struct hash_entry *entry)
390 {
391 struct d3d12_gfx_pso_entry *data = (struct d3d12_gfx_pso_entry *)entry->data;
392
393 if (ctx->current_gfx_pso == data->pso)
394 ctx->current_gfx_pso = NULL;
395 _mesa_hash_table_remove(ctx->pso_cache, entry);
396 delete_gfx_entry(entry);
397 }
398
399 void
d3d12_gfx_pipeline_state_cache_destroy(struct d3d12_context * ctx)400 d3d12_gfx_pipeline_state_cache_destroy(struct d3d12_context *ctx)
401 {
402 _mesa_hash_table_destroy(ctx->pso_cache, delete_gfx_entry);
403 }
404
405 void
d3d12_gfx_pipeline_state_cache_invalidate(struct d3d12_context * ctx,const void * state)406 d3d12_gfx_pipeline_state_cache_invalidate(struct d3d12_context *ctx, const void *state)
407 {
408 hash_table_foreach(ctx->pso_cache, entry) {
409 const struct d3d12_gfx_pipeline_state *key = (struct d3d12_gfx_pipeline_state *)entry->key;
410 if (key->blend == state || key->zsa == state || key->rast == state)
411 remove_gfx_entry(ctx, entry);
412 }
413 }
414
415 void
d3d12_gfx_pipeline_state_cache_invalidate_shader(struct d3d12_context * ctx,enum pipe_shader_type stage,struct d3d12_shader_selector * selector)416 d3d12_gfx_pipeline_state_cache_invalidate_shader(struct d3d12_context *ctx,
417 enum pipe_shader_type stage,
418 struct d3d12_shader_selector *selector)
419 {
420 struct d3d12_shader *shader = selector->first;
421
422 while (shader) {
423 hash_table_foreach(ctx->pso_cache, entry) {
424 const struct d3d12_gfx_pipeline_state *key = (struct d3d12_gfx_pipeline_state *)entry->key;
425 if (key->stages[stage] == shader)
426 remove_gfx_entry(ctx, entry);
427 }
428 shader = shader->next_variant;
429 }
430 }
431
432 static ID3D12PipelineState *
create_compute_pipeline_state(struct d3d12_context * ctx)433 create_compute_pipeline_state(struct d3d12_context *ctx)
434 {
435 struct d3d12_screen *screen = d3d12_screen(ctx->base.screen);
436 struct d3d12_compute_pipeline_state *state = &ctx->compute_pipeline_state;
437
438 D3D12_COMPUTE_PIPELINE_STATE_DESC pso_desc = { 0 };
439 pso_desc.pRootSignature = state->root_signature;
440
441 if (state->stage) {
442 auto shader = state->stage;
443 pso_desc.CS.BytecodeLength = shader->bytecode_length;
444 pso_desc.CS.pShaderBytecode = shader->bytecode;
445 }
446
447 pso_desc.NodeMask = 0;
448
449 pso_desc.CachedPSO.pCachedBlob = NULL;
450 pso_desc.CachedPSO.CachedBlobSizeInBytes = 0;
451
452 pso_desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
453
454 ID3D12PipelineState *ret;
455 if (FAILED(screen->dev->CreateComputePipelineState(&pso_desc,
456 IID_PPV_ARGS(&ret)))) {
457 debug_printf("D3D12: CreateComputePipelineState failed!\n");
458 return NULL;
459 }
460
461 return ret;
462 }
463
464 static uint32_t
hash_compute_pipeline_state(const void * key)465 hash_compute_pipeline_state(const void *key)
466 {
467 return _mesa_hash_data(key, sizeof(struct d3d12_compute_pipeline_state));
468 }
469
470 static bool
equals_compute_pipeline_state(const void * a,const void * b)471 equals_compute_pipeline_state(const void *a, const void *b)
472 {
473 return memcmp(a, b, sizeof(struct d3d12_compute_pipeline_state)) == 0;
474 }
475
476 ID3D12PipelineState *
d3d12_get_compute_pipeline_state(struct d3d12_context * ctx)477 d3d12_get_compute_pipeline_state(struct d3d12_context *ctx)
478 {
479 uint32_t hash = hash_compute_pipeline_state(&ctx->compute_pipeline_state);
480 struct hash_entry *entry = _mesa_hash_table_search_pre_hashed(ctx->compute_pso_cache, hash,
481 &ctx->compute_pipeline_state);
482 if (!entry) {
483 struct d3d12_compute_pso_entry *data = (struct d3d12_compute_pso_entry *)MALLOC(sizeof(struct d3d12_compute_pso_entry));
484 if (!data)
485 return NULL;
486
487 data->key = ctx->compute_pipeline_state;
488 data->pso = create_compute_pipeline_state(ctx);
489 if (!data->pso) {
490 FREE(data);
491 return NULL;
492 }
493
494 entry = _mesa_hash_table_insert_pre_hashed(ctx->compute_pso_cache, hash, &data->key, data);
495 assert(entry);
496 }
497
498 return ((struct d3d12_compute_pso_entry *)(entry->data))->pso;
499 }
500
501 void
d3d12_compute_pipeline_state_cache_init(struct d3d12_context * ctx)502 d3d12_compute_pipeline_state_cache_init(struct d3d12_context *ctx)
503 {
504 ctx->compute_pso_cache = _mesa_hash_table_create(NULL, NULL, equals_compute_pipeline_state);
505 }
506
507 static void
delete_compute_entry(struct hash_entry * entry)508 delete_compute_entry(struct hash_entry *entry)
509 {
510 struct d3d12_compute_pso_entry *data = (struct d3d12_compute_pso_entry *)entry->data;
511 data->pso->Release();
512 FREE(data);
513 }
514
515 static void
remove_compute_entry(struct d3d12_context * ctx,struct hash_entry * entry)516 remove_compute_entry(struct d3d12_context *ctx, struct hash_entry *entry)
517 {
518 struct d3d12_compute_pso_entry *data = (struct d3d12_compute_pso_entry *)entry->data;
519
520 if (ctx->current_compute_pso == data->pso)
521 ctx->current_compute_pso = NULL;
522 _mesa_hash_table_remove(ctx->compute_pso_cache, entry);
523 delete_compute_entry(entry);
524 }
525
526 void
d3d12_compute_pipeline_state_cache_destroy(struct d3d12_context * ctx)527 d3d12_compute_pipeline_state_cache_destroy(struct d3d12_context *ctx)
528 {
529 _mesa_hash_table_destroy(ctx->compute_pso_cache, delete_compute_entry);
530 }
531
532 void
d3d12_compute_pipeline_state_cache_invalidate_shader(struct d3d12_context * ctx,struct d3d12_shader_selector * selector)533 d3d12_compute_pipeline_state_cache_invalidate_shader(struct d3d12_context *ctx,
534 struct d3d12_shader_selector *selector)
535 {
536 struct d3d12_shader *shader = selector->first;
537
538 while (shader) {
539 hash_table_foreach(ctx->compute_pso_cache, entry) {
540 const struct d3d12_compute_pipeline_state *key = (struct d3d12_compute_pipeline_state *)entry->key;
541 if (key->stage == shader)
542 remove_compute_entry(ctx, entry);
543 }
544 shader = shader->next_variant;
545 }
546 }
547