- Jun 11, 2024
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Elizabeth Figura authored
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Elizabeth Figura authored
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Elizabeth Figura authored
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Elizabeth Figura authored
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Elizabeth Figura authored
Separate ID and index. Allocate IDs for all external resources (but ignore them for shader models other than 5).
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Elizabeth Figura authored
Mostly to get the same sorting logic.
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Elizabeth Figura authored
These are a bit trickier to handle, and need more tests.
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Conor McCarthy authored
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Conor McCarthy authored
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Conor McCarthy authored
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Conor McCarthy authored
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Francisco Casas authored
Default value initializers behave differently than regular initializers for matrices on SM4 profiles. While regular initializers assign the rhs elements in reading-order (completing one row at the time), default initializers assing the rhs elements in Chinese reading-order (completing one column at the time). So after lowering a default value to a constant, the index of the component to which this default value is stored is computed to meet this expectation. This can be done because the default values. For reference, compiling this shader: row_major int2x3 m = {1, 2, 3, 4, 5, 6}; float4 main() : sv_target { return float4(m[0][0], 99, 99, 99); } gives the following buffer definition: // cbuffer $Globals // { // // row_major int2x3 m; // Offset: 0 Size: 28 // = 0x00000001 0x00000003 0x00000005 0x00000000 // 0x00000002 0x00000004 0x00000006 // // } Given that the matrix is column-major, m's default value is actually {{1, 3, 5}, {2, 4, 6}}, unlike the {{1, 2, 3}, {4, 5, 6}} one would expect in a regular initializer. SM1 profiles assign the elements in regular reading order.
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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
It is hard to initialize default values on add_assignment() and calling add_assignment() for initializers is not really necessary: the only thing we need from it the implicit cast.
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Francisco Casas authored
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- May 30, 2024
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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- May 29, 2024
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- May 27, 2024
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For consistency with the other VKD3D_TEST_* environment variables.
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Thanks, Giovanni. Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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vkd3d: Check for mutable descriptor set allocation failure in d3d12_descriptor_heap_create_descriptor_set().
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- May 23, 2024
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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For tpf shader this would previously be a pointer into the original shader code, and for d3dbc shaders we'd use static strings. Unfortunately the dxil parser creates shader signatures where these are pointers to metadata strings, and those go away when we call sm6_parser_cleanup(). We could conceivably store a flag in the shader signature to indicate whether shader_signature_cleanup()/vkd3d_shader_free_shader_signature() should free the "semantic_name" field. It'd be a little ugly, and seems unlikely to be worth it, but I'd be willing to be convinced.
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- May 22, 2024
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Otherwise the test crash on llvmpipe.
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