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Created with Raphaël 2.2.09Nov8762131Oct19181716121110953228Sep2726252221191814137431Aug3029282423151483231Jul2724201713111065428Jun2722vkd3d-shader/spirv: Simplify spirv_compiler_emit_dcl_input().vkd3d-shader/ir: Normalize all I/O registers to INPUT/OUTPUT/PATCHCONST.vkd3d-shader/dxil: Do not use COLOROUT for PS outputs.vkd3d-shader/dxil: Implement the DXIL CAST instruction.vkd3d-shader/spirv: Support double in spirv_compiler_emit_ftou().vkd3d-shader/spirv: Support double in spirv_compiler_emit_ftoi().vkd3d-shader/spirv: Handle unsigned result in spirv_compiler_emit_ftoi().vkd3d-shader/spirv: Introduce integer width cast instructions.vkd3d-shader/spirv: Support bool cast in spirv_compiler_emit_alu_instruction().vkd3d-shader/spirv: Support bool logic ops in spirv_compiler_emit_alu_instruction().vkd3d-shader/spirv: Support bitcast in spirv_compiler_emit_load_ssa_reg().vkd3d: Add support for the ID3D12Resource1 interface.vkd3d-compiler: Introduce an option to specify the origin of fragment coordinates.vkd3d-shader/spirv: Allow the origin of fragment coordinates to be specified.tests: Add more semantics to test_nop_tessellation_shaders().vkd3d-compiler: Sort the options in the usage text.vkd3d-compiler: Slightly reword the --semantic-compat-map usage text.vkd3d: Report D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE for UAV formats.vkd3d: Report D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD for UAV formats when we have "uav_read_without_format".vkd3d-shader: Add constant folding for 'floor'.vkd3d-shader: Add a missing entry to instruction debug print helper.vkd3d-shader: Add constant folding for 'ceil'.vkd3d-shader: Add support for floor() on SM1-3.vkd3d-shader: Add support for ceil() on SM1-3.vkd3d-shader/tpf: Add support for ceil().vkd3d-shader/hlsl: Parse ceil() function.tests: Add some tests for ceil().vkd3d-shader/hlsl: Implement ternary operator for SM1.vkd3d-shader/hlsl: Add tex2Dlod() function.vkd3d-shader/ir: Synthesize HS inputs with the register index and write mask of the signature element.vkd3d-shader/spirv: Use register counts from the signature and shader desc.vkd3d-shader: Store the control point counts in struct vkd3d_shader_desc.vkd3d-shader/spirv: Use the array sizes for shader phase builtins as well.ci: Expect builds to always succeed, even when tests are allowed to fail.vkd3d-shader/hlsl: Record partial allocations in allocate_range().vkd3d-shader/hlsl: Check that a partial register's mask is also available in is_range_available().vkd3d-shader/ir: Check that SWITCH blocks are correctly nested.vkd3d-shader/ir: Check that REP blocks are correctly nested.vkd3d-shader/ir: Check that LOOP blocks are correctly nested.vkd3d-shader/ir: Check that IF blocks are correctly nested.
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