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