- Apr 11, 2024
-
-
- Apr 10, 2024
-
-
-
With some changes by Giovanni Mascellani.
-
With some changes by Giovanni Mascellani.
-
-
-
-
-
We want the base type to stop being a property of all types, and to stop using the same enumeration for objects and numeric types. The backend should do the work of translation; we want a more sensible and convenient representation for the compiler itself.
-
-
-
vkd3d: Validate presence of flag ALLOW_RENDER_TARGET or ALLOW_DEPTH_STENCIL for multisampled resources.
-
-
-
-
Native's behavior is inconsistent. It sets the pointer to NULL when it fails to open an existing cache due to a version mismatch, but leaves the pointer untouched when the description fails validation.
-
Otherwise it trips on a few failed assertions in d3d12.c.
-
-
-
-
-
-
-
-
Includes improvements made by Giovanni Mascellani.
-
-
-
-
-
-
-
-
-
-
-
- Apr 09, 2024
-
-
It's not supported on macOS, and not needed here.
-
-
vkd3d_string_buffer_cleanup() doesn't do the same as hlsl_release_string_buffer(). The former only frees the char array inside the string buffer and not the string buffer itself.
-
As the diffstat shows, HLSL_CLASS_OBJECT does not really have much in common. Resource types (TEXTURE, SAMPLER, UAV) sometimes behave similarly to each other, but do not generally behave similarly to effect-specific types (string, shader, state, view). Most consumers of HLSL_CLASS_OBJECT subsequently check the base type anyway. Hence we want to replace HLSL_TYPE_* with individual classes for object types. As a first step, change the last few places that only check HLSL_CLASS_OBJECT.
-