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.
Unless the D3D11_FEATURE_DATA_D3D11_OPTIONS2.MapOnDefaultTextures
feature is supported, textures with default usage cannot be read by the
CPU; and there isn't a need to either, since we're going through a
staging texture anyway.
This worked on AMD and WARP, but failed on NVIDIA on Windows.
My main motivation to this is avoiding generating a lot of useless
log lines from other executors when I'm interested in just one of
them, but I can imagine this also somewhat improving efficiency.
The used UAV formats are explicitly added in the [require] section of
every test that uses them.
Some of these tests were failing on Intel UHD graphics 770 because of
missing support for additional UAV load types, explicitly requiring
these formats allows these tests to be skipped.