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

@@ -1044,6 +1044,7 @@ static void d3d12_runner_init_caps(struct d3d12_shader_runner *runner,
runner->caps.shader_caps[SHADER_CAP_ROV] = options.ROVsSupported;
runner->caps.shader_caps[SHADER_CAP_RT_VP_ARRAY_INDEX]
= options.VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation;
runner->caps.shader_caps[SHADER_CAP_TESSELLATION_SHADER] = true;
runner->caps.shader_caps[SHADER_CAP_WAVE_OPS] = options1.WaveOps;
runner->caps.shader_caps[SHADER_CAP_NATIVE_16_BIT] = options4.Native16BitShaderOpsSupported;