Henri Verbeet
1599de9a0d
vkd3d: Use debugstr_hresult() in d3d12_pipeline_state_init_compute().
2024-01-24 22:38:42 +01:00
Henri Verbeet
c5b5621e28
vkd3d: Use debugstr_hresult() in d3d12_pipeline_state_find_and_init_uav_counters().
2024-01-24 22:38:42 +01:00
Henri Verbeet
9c1e661ae3
vkd3d: Use debugstr_hresult() in vkd3d_create_compute_pipeline().
2024-01-24 22:38:42 +01:00
Conor McCarthy
6446b6ea21
vkd3d-shader: Introduce VKD3D_SHADER_COMPILE_OPTION_FEATURE_FLOAT64.
2024-01-24 22:38:09 +01:00
Conor McCarthy
b0d1fb7d98
vkd3d: Use mutable descriptors if available.
...
The mutable descriptor type allows six descriptor sets to be replaced
with one set for CBV/SRV/UAV heaps.
2024-01-09 22:59:46 +01:00
Conor McCarthy
cc43ef3bca
vkd3d: Pass int64 capability info to vkd3d-shader.
2024-01-02 23:03:00 +01:00
Conor McCarthy
a2741babd9
vkd3d: Rename the device mutex to pipeline_cache_mutex.
...
It is used only for pipeline and render pass caching, and renaming it
helps prevent inappropriate or erroneous use.
2023-12-14 21:00:30 +01:00
Giovanni Mascellani
a6317e5f3b
vkd3d: Pad push constant ranges to 16 bytes.
...
Because that's the granularity of Constant Buffer accesses in SM4.
This commit requires using more push constants, but without it the
generated SPIR-V can be invalid.
2023-12-13 22:32:23 +01:00
Henri Verbeet
0c33f82f72
Release 1.10.
2023-12-06 15:31:21 +01:00
Alistair Leslie-Hughes
5c134d44d6
include: D3D12_RT_FORMAT_ARRAY remove typedef to make header compatible with windows.
...
windows d3d12.idl doesn't have this as a typedef.
2023-11-28 00:09:20 +01:00
Conor McCarthy
76eb0adf03
vkd3d: Support depth bounds test.
2023-11-15 21:48:45 +01:00
Conor McCarthy
d8ba0d2a11
vkd3d: Implement ID3D12Device2::CreatePipelineState().
2023-11-15 21:48:44 +01:00
Conor McCarthy
6196199a89
vkd3d: Use struct d3d12_pipeline_state_desc for compute pipelines.
2023-11-15 21:48:44 +01:00
Conor McCarthy
39afbb8e32
vkd3d: Introduce struct d3d12_pipeline_state_desc for graphics pipelines.
...
A generic container for both compute and graphics pipeline descriptions
to facilitate reading the description from a stream.
2023-11-15 21:48:42 +01:00
Nikolay Sivov
e7422fdefb
vkd3d: Fix some spelling mistakes.
2023-11-13 23:19:15 +01:00
Henri Verbeet
a03e78bf62
vkd3d: Compile the UAV clear shaders at runtime.
2023-11-06 23:09:49 +01:00
Henri Verbeet
90d4529f27
Release 1.9.
2023-09-21 19:16:32 +02:00
Giovanni Mascellani
8f8c89fb87
vkd3d: Update a warning so that it aligns with the check that triggers it.
2023-08-23 22:44:52 +02:00
Conor McCarthy
d3e6a3a78f
include: Introduce a function to detect the DXBC source type.
2023-06-28 21:40:36 +02:00
Henri Verbeet
771e442af1
Release 1.8.
2023-06-22 22:00:20 +02:00
Henri Verbeet
57d92a15cf
Release 1.7.
2023-03-24 11:22:28 +01:00
Giovanni Mascellani
552926cfca
vkd3d: Do not allow synchronization primitives to fail.
...
In practice they never fail. If they fail, it means that there
is some underlying platform problem and there is little we can do
anyway. Under pthreads function prototypes allow returning failure,
but that's only used for "error checking" mutexes, which we
don't use.
On the other hand, error handling in vkd3d is rather inconsistent:
sometimes the errors are ignored, sometimes logged, sometimes
passed to the caller. It's hard to handle failures appropriately
if you can't even keep your state consistent, so I think it's
better to avoid trying, assume that synchronization primitives do
not fail and at least have consistent logging if something goes
wrong.
2023-02-02 20:51:27 +01:00
Zebediah Figura
a66fe31fe5
vkd3d: Do not write the point size for SPIR-V shaders.
...
We disable shaderTessellationAndGeometryPointSize.
2023-02-02 20:51:19 +01:00
Henri Verbeet
1eaf73147c
Release 1.6.
2022-12-07 16:08:16 +01:00
Henri Verbeet
56b2f56b86
Release 1.5.
2022-09-21 16:47:49 +02:00