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tests/shader_runner: Introduce a 'depth-bounds' test option.
This commit is contained in:
committed by
Henri Verbeet
parent
12a7cde092
commit
3eb2a3d0e4
Notes:
Henri Verbeet
2024-09-11 15:31:24 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1031
@@ -836,10 +836,10 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
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ds_desc.depthTestEnable = VK_TRUE;
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ds_desc.depthWriteEnable = VK_TRUE;
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ds_desc.depthCompareOp = vk_compare_op_from_d3d12(runner->r.depth_func);
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ds_desc.depthBoundsTestEnable = VK_FALSE;
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ds_desc.depthBoundsTestEnable = runner->r.depth_bounds;
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ds_desc.stencilTestEnable = VK_FALSE;
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ds_desc.minDepthBounds = 0.0f;
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ds_desc.maxDepthBounds = 1.0f;
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ds_desc.minDepthBounds = runner->r.depth_min;
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ds_desc.maxDepthBounds = runner->r.depth_max;
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pipeline_desc.pDepthStencilState = &ds_desc;
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break;
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@@ -1818,6 +1818,12 @@ static bool init_vulkan_runner(struct vulkan_shader_runner *runner)
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runner->caps.int64 = true;
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}
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if (ret_features->depthBounds)
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{
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features.depthBounds = VK_TRUE;
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runner->caps.depth_bounds = true;
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}
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if (device_info.interlock_features.fragmentShaderSampleInterlock
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&& device_info.interlock_features.fragmentShaderPixelInterlock)
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{
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