Stefan Dösinger
b0d1fb0bd7
tests: Show that CreatePipelineState also doesn't reuse duplicate objects.
2023-12-07 21:57:45 +01:00
Stefan Dösinger
1eaf7fa37b
tests: Show that compute pipeline state objects are not reused.
2023-12-07 21:57:45 +01:00
Stefan Dösinger
82a3209ee2
tests: Show that graphics pipeline state objects are not reused.
2023-12-07 21:57:45 +01:00
Stefan Dösinger
705cf10626
tests: Show that creating identical root signatures returns the same pointer.
2023-12-07 21:57:45 +01:00
Zebediah Figura
26a30b8539
configure: Enable -Wshadow.
2023-12-07 21:57:36 +01:00
Zebediah Figura
28f32349f4
vkd3d-shader: Add a helper to search the scan descriptor info.
...
Avoid shadowing "info" in vkd3d_shader_scan_combined_sampler_declaration().
2023-12-07 21:57:34 +01:00
Zebediah Figura
dfea1abbd8
vkd3d-shader/hlsl: Avoid shadowing "jump" in normalize_switch_cases().
2023-12-07 21:57:33 +01:00
Zebediah Figura
98a02ceffb
vkd3d-shader/hlsl: Avoid shadowing "load" in intrinsic_tex().
2023-12-07 21:57:31 +01:00
Zebediah Figura
a102e99897
vkd3d-shader/hlsl: Avoid shadowing "block" in resolve_loop_continue().
2023-12-07 21:57:30 +01:00
Zebediah Figura
ca8492c855
vkd3d-shader/d3dbc: Avoid shadowing "instr" in write_sm1_jump().
2023-12-07 21:57:28 +01:00
Zebediah Figura
fcd6ec33bd
tests: Avoid shadowing "l" in test_get_copyable_footprints().
...
Found with -Wshadow.
2023-12-07 21:57:18 +01:00
Zebediah Figura
46e135f6a7
vkd3d-shader/hlsl: Avoid shadowing "load" in lower_index_loads().
...
Found with -Wshadow.
2023-12-07 21:57:16 +01:00
Conor McCarthy
a4a1b4c557
vkd3d-shader/dxil: Set the result register data type for nop casts.
...
Casts from minimum precision types are emitted as nop, but the result
value type must be set to the cast result type.
2023-12-07 21:57:08 +01:00
Conor McCarthy
1630fd9a3c
vkd3d-shader/dxil: Apply metadata attachments to instructions.
...
These are apparently only used for 'dx.op' intrinsics, because the
instructions based on native LLVM ones have their own way to apply
attributes.
2023-12-07 21:57:00 +01:00
Conor McCarthy
a33a9127ca
vkd3d-shader/dxil: Implement DX intrinsic Unary.
2023-12-07 21:56:53 +01:00
Conor McCarthy
cc5e703802
vkd3d-shader/dxil: Emit constant global arrays as immediate constant buffers.
2023-12-07 21:56:47 +01:00
Conor McCarthy
cb88844a3d
vkd3d-shader: Add a register index to struct vkd3d_shader_immediate_constant_buffer.
2023-12-07 21:56:47 +01:00
Conor McCarthy
ef940cb778
vkd3d-shader/spirv: Support declared component type and count in immediate constant buffers.
2023-12-07 21:56:45 +01:00
Conor McCarthy
16cb6fdbad
vkd3d-shader/spirv: Support constant initialisers in indexable temps.
2023-12-07 21:56:44 +01:00
Conor McCarthy
ffae57eb8d
vkd3d-shader/dxil: Support null constant arrays.
2023-12-07 21:56:43 +01:00
Conor McCarthy
69c3946c85
vkd3d-shader/spirv: Support declared component type and count in indexable temps.
2023-12-07 21:56:41 +01:00
Henri Verbeet
0c33f82f72
Release 1.10.
vkd3d-1.10
2023-12-06 15:31:21 +01:00
Henri Verbeet
ff674b5db5
build: Add tests/driver.c to the distribution.
2023-12-06 15:31:21 +01:00
Conor McCarthy
9fcc904834
vkd3d-shader/spirv: Always emit clip/cull builtins as an array.
...
Clip/cull distance can appear as input in pixel shaders, and the
array size must not be forced to zero.
2023-12-06 15:31:20 +01:00
Conor McCarthy
b5c067b41a
vkd3d-shader/ir: Do not merge signature elements which have different interpolation modes.
...
Regression in signature normalisation, however the old code was not
correct either because it would apply the interpolation mode to all
components. Found in an Assassin's Creed: Valhalla shader.
2023-12-06 15:31:18 +01:00