9 Jun
2023
9 Jun
'23
5:48 p.m.
I'm going to have to push back on 2/4. Along the lines of 215, I don't want to spend too much effort doing this on the HLSL level when we really should be doing these kinds of transformations over lower level IR. I don't like how 4/4 avoids the recursive struct; probably better to do it like vkd3d_shader_register. -- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/229#note_35284