- Aug 28, 2023
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These functions do not really share any code in common.
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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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A zero mask is still emitted for some scalar registers. This has no effect on current tests, but keeping the correction is probably a good idea.
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Case values are constants in TPF.
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- Aug 24, 2023
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An earlier patch introduced a bug which overflows the descriptor heap array. The array should not be emptied here in case the list is resubmitted, so just flush the new heap.
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We are passing map writemasks that may have more components than the constant's data type, so a (j < width) check is added to avoid reading components from the constant that are not intended to be used. Remaining values in the register are initialized to zero.
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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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Pixel shaders still have an appropriate writemask.
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Commit b7402ddbbecdfaa81daa657fbb5d37661f401434 from wine is required, which was first released with 3.21, not 3.20.
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- Aug 23, 2023
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Return the vkd3d_shader_descriptor_info1 from that function.
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The list suffers from the ABA problem, where comparison with the head succeeds but the head's `next` pointer has changed. Occurs in Cyberpunk 2077, on NVIDIA at least.
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- Aug 15, 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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This should have no effect, since in SM1 the allocation size is the same as the bind count because there are no texture registers. It is just done for consistency.
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We have to distinguish between the "bind count" and the "allocation size" of variables. The "allocation size" affects the starting register id for the resource to be allocated next, while the "bind count" is determined by the last field actually used. The former may be larger than the latter. What we are currently calling hlsl_reg.bind_count is actually the "allocation size", so a rename is in order. The real "bind count", which will be introduced in following patches, is important because it is what should be shown in the RDEF table and some resource allocation rules depend on it. For instance, for this shader: texture2D texs[3]; texture2D tex; float4 main() : sv_target { return texs[0].Load(int3(0, 0, 0)) + tex.Load(int3(0, 0, 0)); } the variable "texs" has a "bind count" of 1, but an "allocation size" of 3: // Resource Bindings: // // Name Type Format Dim HLSL Bind Count // ------------------------------ ---------- ------- ----------- -------------- ------ // texs texture float4 2d t0 1 // tex texture float4 2d t3 1
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- Aug 14, 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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