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Created with Raphaël 2.2.024Oct232221171615141098732130Sep26242320191817161413121110543229Aug2826222019151413128765vkd3d-shader/glsl: Implement VKD3DSIH_GATHER4.vkd3d-shader/glsl: Implement VKD3DSIH_SAMPLE_GRAD.vkd3d-shader/glsl: Implement VKD3DSIH_SAMPLE_LOD.vkd3d-shader/glsl: Implement VKD3DSIH_UMAX and VKD3DSIH_UMIN.vkd3d-shader/glsl: Implement VKD3DSGF_FORCE_EARLY_DEPTH_STENCIL.vkd3d-shader/hlsl: Make allocation functions static again.vkd3d-shader/hlsl: Store temp declarations in the vsir program.vkd3d-shader/hlsl: Introduce hlsl_ir_vsir_instruction_ref, again.vkd3d-shader/hlsl: Store the thread group size in the vsir program.vkd3d-shader: Warn instead of erroring out when failing to dump a shader.vkd3d-shader: Do not dump the target shader if compilation failed.vkd3d: Incorporate mutable descriptors in the push descriptor disabling logic.vkd3d: Only put the mutable descriptor set once in the pipeline layout.vkd3d: Move descriptor sets backing the SRV-UAV-CBV heap at the end.vkd3d: Introduce an enumerant for the mutable descriptor set.vkd3d-shader: Validate the parsed shader in vsir_parse().vkd3d-shader: Factor out a vsir_parse() helper.vkd3d: Zero the pipeline state UAV counter view array when the state is invalidated. (Valgrind)vkd3d-shader/ir: Store the global flags in struct vsir_program.vkd3d-shader/glsl: Implement VKD3DSIH_SAMPLE_C_LZ.vkd3d-shader/glsl: Implement VKD3DSIH_SAMPLE_C.vkd3d-shader/glsl: Implement VKD3DSIH_SAMPLE_B.vkd3d-shader/glsl: Implement support for the VKD3DSPR_THREADID register.vkd3d-shader/glsl: Implement VKD3DSIH_LD_UAV_TYPED.tests: Test mismatching RTV and pixel shader output types.ci: Build DXC for release.tests: Mark interface packing pipeline creation as todo on MoltenVK.tests: Use the appropriate RTV format in minimum-precision.shader_test.tests: Use appropriate RTV formats in max-min.shader_test.tests: Compute the correct value for condition conjunctions.vkd3d-shader/hlsl: Implement the f32tof16() intrinsic.vkd3d-shader/hlsl: Support discard for SM1.vkd3d-shader/hlsl: Sort signature elements by register id.vkd3d-shader/hlsl: Optimize interstage signatures.vkd3d-shader/hlsl: Allow prioritizing smaller writemasks when allocating signature elements.vkd3d-shader/hlsl: Allow to force alignment on some semantic vars.vkd3d-shader/hlsl: Allow accounting for interpolation mode when allocating semantics.vkd3d-shader/hlsl: Also pass field storage modifiers to output signature elements.vkd3d-shader/hlsl: Use a register_allocator to allocate semantic registers.vkd3d-shader/hlsl: Add mode field to register_allocator allocations.
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