tests/shader_runner_d3d12: Check whether the d3d12 device supports geometry shaders.

This commit is contained in:
Henri Verbeet
2025-08-04 17:24:16 +02:00
parent 47a183c75b
commit ce20f9d4b2
Notes: Henri Verbeet 2025-08-06 13:02:39 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1668
4 changed files with 35 additions and 34 deletions

View File

@@ -1112,7 +1112,8 @@ static void d3d12_runner_init_caps(struct d3d12_shader_runner *runner,
runner->caps.maximum_shader_model = maximum_shader_model;
runner->caps.shader_caps[SHADER_CAP_DEPTH_BOUNDS] = options2.DepthBoundsTestSupported;
runner->caps.shader_caps[SHADER_CAP_FLOAT64] = options.DoublePrecisionFloatShaderOps;
runner->caps.shader_caps[SHADER_CAP_GEOMETRY_SHADER] = true;
if (is_geometry_shader_supported(device))
runner->caps.shader_caps[SHADER_CAP_GEOMETRY_SHADER] = true;
runner->caps.shader_caps[SHADER_CAP_INT64] = options1.Int64ShaderOps;
runner->caps.shader_caps[SHADER_CAP_ROV] = options.ROVsSupported;
runner->caps.shader_caps[SHADER_CAP_RT_VP_ARRAY_INDEX]