Fix D3D InstanceDataStepRate.

For instanced data this value controls how many instances to draw before
going to the next set of instance data in the buffer. For all of Skia's
uses this is 1.

Change-Id: I280ef3fbe431f5d9233657a5e5783c03b3b1cf6c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/297025
Commit-Queue: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Auto-Submit: Greg Daniel <egdaniel@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
diff --git a/src/gpu/d3d/GrD3DPipelineStateBuilder.cpp b/src/gpu/d3d/GrD3DPipelineStateBuilder.cpp
index 452b63e..1fec8db 100644
--- a/src/gpu/d3d/GrD3DPipelineStateBuilder.cpp
+++ b/src/gpu/d3d/GrD3DPipelineStateBuilder.cpp
@@ -245,7 +245,7 @@
         inputElements[currentAttrib] = { "TEXCOORD", currentAttrib,
                                         attrib_type_to_format(attrib.cpuType()),
                                         instanceSlot, instanceAttributeOffset,
-                                        D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 0 };
+                                        D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
         instanceAttributeOffset += attrib.sizeAlign4();
         currentAttrib++;
     }