- Apr 12, 2023
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In SPIR-V the address must include the invocation id, but in TPF it is implicit. Move the register index up one slot and insert an OUTPOINTID relative address.
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- Apr 10, 2023
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Resident Evil 2 accesses a resource immediately after unmapping it.
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- Apr 06, 2023
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This fixes disassembly using native D3DDisassemble() of shaders generated with vkd3d-shader. Fixes: d6d9aab3
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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- Apr 05, 2023
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All return paths in d3d12_command_queue_flush_ops_locked() must leave the op mutex locked.
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- Apr 04, 2023
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The practical effect this has is that we avoid potential trailing padding at the end of DXBC blobs. Unfortunately this also means we need to be more careful about using bytecode_get_size() to find the offset where subsequent data would get written, although in many cases this follows a put_u32() call.
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A test environment may legitimately be unable to support running d3d12 tests.
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Commit d27fee64 inadvertently stopped exporting D3D12CreateDevice().
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Based on Wine.
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- Apr 03, 2023
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Some drivers (AMD Radeon RX 6700 XT, with radeonsi from Mesa 22.2.0-rc3) emit less than one invocation per pixel, presumably because they detect that the shader control flow is uniform for all pixels. Having the control flow depend on SV_Position avoids this test failure. Cf. 34bd0dd0704c613abef8a9aa3ba2a2507ed02843 in wine.
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Because %i sscanf() converters are deprecated, and in practice clamp to [-2^31, 2^31) on 32 bit.
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The expected use case where a heap is freed before its contained resources is not reasonably testable, so the ability to place a new resource is tested instead.
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Fixes a crash on exit in Horizon Zero Dawn (which requres added SM 6.0 support). Placed resources should hold a reference to their heap: https://learn.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device-createheap
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To be consistent with enum hlsl_type_class and HLSL_CLASS_*.
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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