10 Oct
2023
10 Oct
'23
7:41 a.m.
On Mon Oct 9 21:51:59 2023 +0000, Zebediah Figura wrote:
Why do we need this change? Doesn't sm6 use the same shader type prefixes? To avoid wide char conversion shenanigans. We would only need a 7-bit to wide converter to handle these though, so that's an option.
-- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/346#note_48169