Nov. 7, 2023
1
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Jacek Caban : d3d11: Explicitly convert enums in d3d_depthstencil_state_create.
by Alexandre Julliard Nov. 7, 2023
by Alexandre Julliard Nov. 7, 2023
Nov. 7, 2023
1
0
Alex Henrie : windows.media.devices: Use CRT allocation functions.
by Alexandre Julliard Nov. 7, 2023
by Alexandre Julliard Nov. 7, 2023
Nov. 7, 2023
1
0
Nov. 7, 2023
1
0
Zebediah Figura : vkd3d-shader/ir: Synthesize HS inputs with the register index and write mask of the signature element.
by Alexandre Julliard Nov. 7, 2023
by Alexandre Julliard Nov. 7, 2023
Nov. 7, 2023
1
0
Zebediah Figura : vkd3d-shader/spirv: Use register counts from the signature and shader desc.
by Alexandre Julliard Nov. 7, 2023
by Alexandre Julliard Nov. 7, 2023
Nov. 7, 2023
1
0
Zebediah Figura : vkd3d-shader/spirv: Use the array sizes for shader phase builtins as well.
by Alexandre Julliard Nov. 7, 2023
by Alexandre Julliard Nov. 7, 2023
Nov. 7, 2023
1
0
Giovanni Mascellani : vkd3d-shader/ir: Check that SWITCH blocks are correctly nested.
by Alexandre Julliard Nov. 7, 2023
by Alexandre Julliard Nov. 7, 2023
Nov. 7, 2023
1
0
Zebediah Figura : vkd3d-shader/hlsl: Check that a partial register's mask is also available in is_range_available().
by Alexandre Julliard Nov. 7, 2023
by Alexandre Julliard Nov. 7, 2023
Nov. 7, 2023
1
0
Zebediah Figura : vkd3d-shader: Store the control point counts in struct vkd3d_shader_desc.
by Alexandre Julliard Nov. 7, 2023
by Alexandre Julliard Nov. 7, 2023
Nov. 7, 2023
1
0