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tests/shader_runner: Introduce a "tessellation-shader" cap.
Similar to how we have the "geometry-shader" cap. In principle shader model 5+ implies support for tessellation shaders, but the Vulkan, OpenGL, and Metal runners are able to support most of shader model 5+ without the underlying GPU (or API) necessarily supporting tessellation shaders.
This commit is contained in:
Notes:
Henri Verbeet
2025-06-04 13:13:37 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1521
@@ -1,5 +1,6 @@
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[require]
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shader model >= 5.0
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tessellation-shader
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[vertex shader]
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struct data
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@@ -95,7 +96,7 @@ float4 main(data input) : sv_target
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[test]
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% llvmpipe currently segfaults due to a bug during shader compilation in the driver.
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if(!llvmpipe) todo(glsl | msl | mvk & vulkan) draw 3 control point patch list 3
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if(!llvmpipe) todo(glsl | mvk & vulkan) draw 3 control point patch list 3
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if(!llvmpipe) todo(mvk) probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
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% Passthrough hull shader control point function.
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@@ -131,12 +132,13 @@ void main(InputPatch<data, 3> input)
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[test]
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% DXC doesn't generate a passthrough control point phase like FXC does
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if(!llvmpipe & sm<6) todo(glsl | msl | mvk & vulkan) draw 3 control point patch list 3
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if(!llvmpipe & sm<6) todo(glsl | mvk & vulkan) draw 3 control point patch list 3
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if(!llvmpipe & sm<6) todo(mvk) probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
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[require]
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shader model >= 5.0
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shader model < 5.1
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tessellation-shader
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[hull shader dxbc-tpf-hex]
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% As above, but with some DCL_INDEXRANGE instructions that skip a signature
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@@ -304,5 +306,5 @@ void main(patch_constant_data input,
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}
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[test]
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if(!llvmpipe) todo(glsl | msl | mvk & vulkan) draw 3 control point patch list 3
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if(!llvmpipe) todo(glsl | mvk & vulkan) draw 3 control point patch list 3
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if(!llvmpipe) todo(mvk) probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
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