- Jan 29, 2025
- Jan 28, 2025
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Elizabeth Figura authored
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Conor McCarthy authored
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Conor McCarthy authored
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- Jan 27, 2025
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Elizabeth Figura authored
D3DCOMPILE_PACK_MATRIX_ROW_MAJOR takes precedence over D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR.
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Conor McCarthy authored
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Conor McCarthy authored
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Elizabeth Figura authored
Normally lower_broadcasts() takes care of this, but loop unrolling executes before other constant passes.
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Elizabeth Figura authored
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- Jan 22, 2025
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Giovanni Mascellani authored
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Giovanni Mascellani authored
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Giovanni Mascellani authored
vkd3d-shader/spirv: Interpret the write mask as a destination swizzle for double comparison operations. This fixes a failure on a shader in Wild hearts.
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Francisco Casas authored
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Francisco Casas authored
If the parameter is HLSL_STORAGE_IN, we add a cast from the arg to the param type so that it can enter the function, however this cast should not be considered part of the lhs on the implicit assignment that happens if the var is also HLSL_STORAGE_OUT.
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Francisco Casas authored
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Francisco Casas authored
While so far it has been posible to do this at parse time, this must happen after knowing if the complex cast is on the lhs or not. The modified tests show that before this patch we are currently miscompiling when this happens, because a complex lhs cast is transformed into a load, and add_assigment() just stores to the generated "cast" temp.
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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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navi authored
For example, given two arguments, half3 and float, and two functions, func(float, float) and func(float3, float3), fxc/d3dcompiler prefers to widen both arguments to float3.
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navi authored
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Elizabeth Figura authored
Pixel shader 1.x constants must be between -1 and 1, or they will be clamped, even constants defined in the shader. Also mark 1.x-specific features if any.
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Elizabeth Figura authored
Pixel shader 1.x constants must be between -1 and 1, or they will be clamped, even constants defined in the shader. Also mark 1.x-specific features if any.
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Elizabeth Figura authored
Pixel shader 1.x constants must be between -1 and 1, or they will be clamped, even constants defined in the shader. Also mark 1.x-specific features if any.
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Elizabeth Figura authored
Pixel shader 1.x constants must be between -1 and 1, or they will be clamped, even constants defined in the shader. Also mark 1.x-specific features if any.
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Elizabeth Figura authored
Pixel shader 1.x constants must be between -1 and 1, or they will be clamped, even constants defined in the shader. Also mark 1.x-specific features if any.
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Elizabeth Figura authored
Pixel shader 1.x constants must be between -1 and 1, or they will be clamped, even constants defined in the shader. Also mark 1.x-specific features if any.
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Elizabeth Figura authored
Pixel shader 1.x constants must be between -1 and 1, or they will be clamped, even constants defined in the shader. Also mark 1.x-specific features if any.
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- Jan 21, 2025
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Giovanni Mascellani authored
Avoid using an indirect call that makes the code less clear for no real advantage.
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Shaun Ren authored
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Shaun Ren authored
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Shaun Ren authored
Note that inout const parameters are allowed.
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Giovanni Mascellani authored
When the client acquires the Vulkan queue it has to ensure that it is not submitting work before other work it depends on already submitted through the Direct3D 12 API but currently in the internal vkd3d queue. Currently we suggest to enqueue signalling a fence and than wait for it before acquiring the Vulkan queue, which is correct but excessive: it will wait not just for the work currently in the queue to be submitted, but for it to be executed too, introducing useless dependencies. By adding a way to enqueue signalling a fence on the CPU side we allow the client to wait for the currently outstanding work to be submitted to Vulkan, but nothing more.
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Giovanni Mascellani authored
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