26 Sep
2023
26 Sep
'23
2:57 p.m.
It's a bit unfortunate. We could probably just create new blobs using D3DCreateBlob() to load the shaders into though?
Yes that's another option. The changes I pushed address everything except that. I no longer see build failures for tests/shader_runner.cross64.exe so fingers crossed for the CI. -- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/346#note_46825