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tests: Disable culling in shader runners.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
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
@@ -380,7 +380,7 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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pso_desc.PS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ps_code);
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pso_desc.PS.BytecodeLength = ID3D10Blob_GetBufferSize(ps_code);
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pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
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pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
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pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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pso_desc.SampleDesc.Count = 1;
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pso_desc.SampleMask = ~(UINT)0;
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