- Jul 17, 2023
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Spotted by Francisco Casas.
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Co-authored-by:
Francisco Casas <fcasas@codeweavers.com>
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We are using the hlsl_ir_var.is_uniform flag to indicate when an object is a uniform copy created from a variable with the HLSL_STORAGE_UNIFORM modifier. We should be checking for this instead of the HLSL_STORAGE_UNIFORM flag which is also set to 1 for the original variables, and there should be no reason to use this flag instead of "is_uniform" after the uniform copies and combined/separated samplers are created.
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This struct is required for handling both whole-variable resources for SM < 5 and single-component resources for SM 5 in the same way, when writting the RDEF block and resource declarations within the shader.
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After lowering the derefs path to a single offset node, there was no way of knowing the type of the referenced part of the variable. This little modification allows to avoid having to pass the data type everywhere and it is required for supporting instructions that reference objects components within struct types. Since deref->data_type allows us to retrieve the type of the deref, deref->offset_regset is no longer necessary.
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- Jul 13, 2023
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- Jul 11, 2023
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- Jul 10, 2023
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Used by F1 2018.
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- Jul 06, 2023
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depth <-> color copies aren't allowed in Vulkan
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- Jul 05, 2023
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Spotted by Giovanni Mascellani.
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As well as from the "statement_list" and "compound_statement" rules, which trivially pass through from "statement".
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- Jul 04, 2023
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vkd3d-shader/hlsl: Simplify allocate_const_registers_recurse() to stop accounting for constants larger than a vector. That cannot happen with the current code.
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