- Nov 06, 2023
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The hull shader barrier used for this was broken by I/O normalization, since vocp is no longer exposed to the spirv backend. Restore this barrier by checking for vocp during normalization instead.
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- Nov 02, 2023
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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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The used_mask value loaded from an additional tag/value pair is relative to the start column.
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So that they are dumped even if parsing fails, which is a circumstance in which one likely wants to see the problematic shader. The downside of that is that for shader types other than HLSL the profile is not written any more in the filename. This should not be a big problem, because in those cases the shader describes its own type. When dumping an HLSL shader, the id is brought in front of the profile in the file name, in order to make it more tab-friendly: when dealing with a directory full of shaders it's likely that the id determines the profile, but the other way around.
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The profile cannot be reliably devised by analyzing the HLSL code, so it's useful to have it included in the file name.
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- Nov 01, 2023
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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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The resource could be destructed before the command list left open is executed; instead, we immediately perform the transition.
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The resource could be destructed before the command list left open is executed; instead, we immediately perform the transition.
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The resource could be destructed before the command list left open is executed; instead, we immediately perform the transition.
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Makes it much clearer which register index is being written.
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- Oct 31, 2023
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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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If var->indexable, then the variable is given a unique register number, regardless of its lifetime.
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This field is now analogous to vkd3d_shader_register_index.rel_addr. Also, it makes sense to rename it now because all the constant part of the offset is now handled to hlsl_deref.const_offset. Consequently, it may also be NULL now.
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