tests/hlsl: Add an SV_InstanceId test.

This commit is contained in:
Conor McCarthy
2024-04-22 12:55:44 +10:00
committed by Alexandre Julliard
parent fb730b11cf
commit 0bd6083785
Notes: Alexandre Julliard 2024-04-30 23:14:55 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/814
9 changed files with 70 additions and 13 deletions

View File

@@ -634,7 +634,7 @@ static void d3d11_runner_clear(struct shader_runner *r, struct resource *res, co
}
static bool d3d11_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count)
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count)
{
ID3D11UnorderedAccessView *uavs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
ID3D11RenderTargetView *rtvs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
@@ -812,7 +812,7 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D11DeviceContext_DSSetShader(context, ds, NULL, 0);
ID3D11DeviceContext_RSSetState(context, runner->rasterizer_state);
ID3D11DeviceContext_Draw(context, vertex_count, 0);
ID3D11DeviceContext_DrawInstanced(context, vertex_count, instance_count, 0, 0);
ID3D11PixelShader_Release(ps);
ID3D11VertexShader_Release(vs);