[PATCH 3/6] d3d11: Accept SM5 shaders.

Henri Verbeet hverbeet at gmail.com
Wed Feb 17 07:44:56 CST 2016


On 16 February 2016 at 20:48, Matteo Bruni <mbruni at codeweavers.com> wrote:
> diff --git a/dlls/d3d11/shader.c b/dlls/d3d11/shader.c
> index 0e277fc..61dbd4b 100644
> --- a/dlls/d3d11/shader.c
> +++ b/dlls/d3d11/shader.c
> @@ -389,7 +389,7 @@ static HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d
>      desc.byte_code = shader_info.shader_code;
>      desc.input_signature = &input_signature;
>      desc.output_signature = &output_signature;
> -    desc.max_version = 4;
> +    desc.max_version = 5;
I think this should depend on the feature level. I.e., I'd expect
creating a SM5 shader to fail on a D3D_FEATURE_LEVEL_10_0 device. (And
we'd need feature level support to properly skip the test in patch
6/6, otherwise creating the device would succeed on SM4 hardware, but
creating the shader would fail.)



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