Giovanni Mascellani : vkd3d-shader/ir: Check that IF blocks are correctly nested.
by Alexandre Julliard 07 Nov '23
by Alexandre Julliard 07 Nov '23
07 Nov '23
1
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Giovanni Mascellani : vkd3d-shader/ir: Check that LOOP blocks are correctly nested.
by Alexandre Julliard 07 Nov '23
by Alexandre Julliard 07 Nov '23
07 Nov '23
1
0
Giovanni Mascellani : vkd3d-shader/ir: Check that REP blocks are correctly nested.
by Alexandre Julliard 07 Nov '23
by Alexandre Julliard 07 Nov '23
07 Nov '23
1
0
Giovanni Mascellani : vkd3d-shader/ir: Check that SWITCH blocks are correctly nested.
by Alexandre Julliard 07 Nov '23
by Alexandre Julliard 07 Nov '23
07 Nov '23
1
0
Zebediah Figura : vkd3d-shader/hlsl: Check that a partial register's mask is also available in is_range_available().
by Alexandre Julliard 07 Nov '23
by Alexandre Julliard 07 Nov '23
07 Nov '23
1
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Zebediah Figura : vkd3d-shader/hlsl: Record partial allocations in allocate_range().
by Alexandre Julliard 07 Nov '23
by Alexandre Julliard 07 Nov '23
07 Nov '23
1
0
Giovanni Mascellani : ci: Expect builds to always succeed, even when tests are allowed to fail.
by Alexandre Julliard 07 Nov '23
by Alexandre Julliard 07 Nov '23
07 Nov '23
1
0
Zebediah Figura : vkd3d-shader/spirv: Use the array sizes for shader phase builtins as well.
by Alexandre Julliard 07 Nov '23
by Alexandre Julliard 07 Nov '23
07 Nov '23
1
0
Zebediah Figura : vkd3d-shader: Store the control point counts in struct vkd3d_shader_desc.
by Alexandre Julliard 07 Nov '23
by Alexandre Julliard 07 Nov '23
07 Nov '23
1
0
Zebediah Figura : vkd3d-shader/spirv: Use register counts from the signature and shader desc.
by Alexandre Julliard 07 Nov '23
by Alexandre Julliard 07 Nov '23
07 Nov '23
1
0