- Nov 20, 2024
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Feifan He authored
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Feifan He authored
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Feifan He authored
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Feifan He authored
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Feifan He authored
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Feifan He authored
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Henri Verbeet authored
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Feifan He authored
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Henri Verbeet authored
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Henri Verbeet authored
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Feifan He authored
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Feifan He authored
[[id]] attributes can not be applied to union references.
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Feifan He authored
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Henri Verbeet authored
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- Nov 14, 2024
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Elizabeth Figura authored
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Elizabeth Figura authored
vkd3d-shader/hlsl: Silence a spurious -Wmaybe-uninitialized in sm4_generate_vsir_instr_dcl_semantic().
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Giovanni Mascellani authored
ERR is used to indicate internal inconsistencies in vkd3d. Here that's not the case, we simply have to forward the error condition to the caller. This fixes failures on the CI with llvmpipe, because the build we use is compiled without support for VK_KHR_surface and related extensions.
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- Nov 13, 2024
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Giovanni Mascellani authored
This fixes a number of CI failures with llvmpipe.
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Giovanni Mascellani authored
Similarly to RADV, this is a kind of perverted situation: in principle Vulkan doesn't allow vkCmdResolveImage() to be executed conditionally (i.e., it is unaffected by conditional execution), which means that vkd3d cannot implement conditional rendering for ResolveSubresource(), hence the todo. However, like RADV, llvmpipe apparently violates the specification and still executes the image resolution command conditionally. So that's a llvmpipe bug, even if one that helps us doing the right thing.
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Henri Verbeet authored
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Conor McCarthy authored
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Nikolay Sivov authored
Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Conor McCarthy authored
Fixes output signature normalisation failures in Silent Hill 2 caused by failure of shader_signature_find_element_for_reg(). Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=57359
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- Nov 12, 2024
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Giovanni Mascellani authored
vkd3d-shader/spirv: Get rid of the "offset_component_count" field of struct vkd3d_spirv_resource_type. The number of components needed for texel offsets is the number of components needed to address a single image/layer of an array. I.e., "coordinate_component_count - 1" for array textures, and "coordinate_component_count" for non-array textures. This change will also fix sampling of cube textures with explicit gradients. Because texel offsets are unsupported for cube textures, "offset_component_count" is currently 0 for cube textures. However, the SAMPLE_GRAD handler also uses "offset_component_count" to determine the number of components needed for the explicit gradients, and SAMPLE_GRAD is supposed to work with cube textures. This commit fixes the compilation of shaders in Star Wars Jedi: Survivor.
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- Nov 11, 2024
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Giovanni Mascellani authored
I have to admit I'm not even sure of why most of those got marked as todo in the first place. Running again now tests on commit dff7c0e7 doesn't show all those failures.
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Giovanni Mascellani authored
tests/shader_runner_vulkan: Avoid using ok() for shader compilation failues in create_graphics_pipeline(). Using ok() may result in todo's succeeding when create_shader_stage() succeeds, but vkCreateGraphicsPipelines() fails. There's not much point in using ok() here in the first place though, because ultimately the draw operation is going to fail when shader compilation failed.
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Giovanni Mascellani authored
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- Nov 06, 2024
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Francisco Casas authored
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Francisco Casas authored
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Francisco Casas authored
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Francisco Casas authored
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Francisco Casas authored
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Francisco Casas authored
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Francisco Casas authored
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Francisco Casas authored
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