- Jan 08, 2024
-
-
This fixes a failure in MoltenVK.
-
- Jan 04, 2024
-
-
- Jan 02, 2024
-
-
Currently, if a probe fails, it will print the line number of the [test] block the probe is in, not the line number of the probe itself. This makes it somewhat difficult to debug. This commit makes it print the line number that a test fails at.
-
These instructions perform integer casts to/from 64 bits.
-
-
-
-
- Dec 14, 2023
-
-
We use vkd3d_shader_find_signature_element() in the Vulkan runner, and vkd3d-shader translates SM1 position to "POSITION".
-
In order to allow retrieving it from d3dbc shaders.
-
-
-
-
- Dec 13, 2023
-
-
- Dec 12, 2023
-
-
- Dec 11, 2023
-
-
- Dec 07, 2023
-
-
-
-
-
-
Found with -Wshadow.
-
-
-
- Dec 06, 2023
-
-
- Nov 29, 2023
-
-
This preempts us from replacing a swizzle incorrectly, as in the following example: 1: A.x = 1.0 2: A 3: A.x = 2.0 4: @2.x were @4 ends up being 2.0 instead of 1.0, because that's the value stored in A.x at time 4, and we should be querying it at time 2. This also helps us to avoid replacing a swizzle with itself in copy-prop which can result in infinite loops, as with the included tests this commit. Consider the following sequence of instructions: 1 : A 2 : B = @1 3 : B 4 : A = @3 5 : @1.x Current copy-prop would replace 5 so it points to @3 now: 1 : A 2 : B = @1 3 : B 4 : A = @3 5 : @3.x But in the next iteration it would make it point back to @1, keeping it spinning infinitively. The solution is to index the instructions and don't replace the swizzle if the new load happens after the current load.
-
The included test fails because copy_propagation_transform_swizzle() is using the value recorded for the variable when the swizzle is being read, and not the swizzle's load.
-
- Nov 27, 2023
-
-
Found with -Wshadow.
-
windows d3d12.idl doesn't have this as a typedef.
-
- Nov 23, 2023
-
-
- Nov 22, 2023
-
-