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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.
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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
@@ -318,6 +318,7 @@ static BOOL init_test_context(struct d3d11_shader_runner *runner)
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runner->caps.shader_caps[SHADER_CAP_ROV] = options2.ROVsSupported;
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runner->caps.shader_caps[SHADER_CAP_RT_VP_ARRAY_INDEX] = options3.VPAndRTArrayIndexFromAnyShaderFeedingRasterizer;
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runner->caps.shader_caps[SHADER_CAP_TESSELLATION_SHADER] = true;
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for (unsigned int i = 0; i < ARRAY_SIZE(formats); ++i)
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{
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runner->caps.format_caps[formats[i]] = get_format_support(runner->device, formats[i]);
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