spirv: Use register sizes from the shader signature instead of the DCL instruction.
More preparatory work to declare I/O variables from the signature.
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added 30 commits
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6c6a62cd...7419f4e3 - 27 commits from branch
wine:master
- 266832ae - vkd3d-shader/spirv: Use the array sizes for shader phase builtins as well.
- 40b2cfcf - vkd3d-shader: Store the control point counts in struct vkd3d_shader_desc.
- 52e42a08 - vkd3d-shader/spirv: Use register counts from the signature and shader desc.
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6c6a62cd...7419f4e3 - 27 commits from branch
added 24 commits
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52e42a08...a03e78bf - 21 commits from branch
wine:master
- 9b0f7ea6 - vkd3d-shader/spirv: Use the array sizes for shader phase builtins as well.
- adaa6d95 - vkd3d-shader: Store the control point counts in struct vkd3d_shader_desc.
- 19a8b70c - vkd3d-shader/spirv: Use register counts from the signature and shader desc.
Toggle commit list-
52e42a08...a03e78bf - 21 commits from branch
added 19 commits
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19a8b70c...f8fcfc52 - 16 commits from branch
wine:master
- 3ff22ac5 - vkd3d-shader/spirv: Use the array sizes for shader phase builtins as well.
- 0058764f - vkd3d-shader: Store the control point counts in struct vkd3d_shader_desc.
- 12240efa - vkd3d-shader/spirv: Use register counts from the signature and shader desc.
Toggle commit list-
19a8b70c...f8fcfc52 - 16 commits from branch
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