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:
Henri Verbeet
2025-05-18 22:36:39 +02:00
parent 2b257caea9
commit 85d2703c03
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
8 changed files with 32 additions and 19 deletions

View File

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