tests/hlsl: Add a sampler min/max reduction filtering test.

The Metal runner could in principle support this feature using
MTLSamplerDescriptor.reductionMode, but that requires macOS 26.0/Tahoe,
which is newer than my current setup.
This commit is contained in:
Henri Verbeet
2025-11-21 17:32:23 +01:00
parent 1007ba40b5
commit dc7cdec9a5
Notes: Henri Verbeet 2025-11-26 17:14:34 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1846
8 changed files with 156 additions and 14 deletions

View File

@@ -1132,6 +1132,7 @@ static void d3d12_runner_init_caps(struct d3d12_shader_runner *runner,
runner->caps.shader_caps[SHADER_CAP_CULL_DISTANCE] = true;
runner->caps.shader_caps[SHADER_CAP_DEPTH_BOUNDS] = options2.DepthBoundsTestSupported;
runner->caps.shader_caps[SHADER_CAP_DESCRIPTORS] = true;
runner->caps.shader_caps[SHADER_CAP_FILTER_MINMAX] = true;
runner->caps.shader_caps[SHADER_CAP_FLOAT64] = options.DoublePrecisionFloatShaderOps;
if (is_geometry_shader_supported(device))
runner->caps.shader_caps[SHADER_CAP_GEOMETRY_SHADER] = true;