tests: Disable culling in shader runners.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov
2023-04-10 20:45:15 +02:00
committed by Alexandre Julliard
parent ca59a3c35b
commit a496e3a8ba
Notes: Alexandre Julliard 2023-04-13 23:20:09 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/140
4 changed files with 22 additions and 2 deletions

View File

@@ -380,7 +380,7 @@ static bool d3d12_runner_draw(struct shader_runner *r,
pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso_desc.SampleDesc.Count = 1;
pso_desc.SampleMask = ~(UINT)0;