Nikolay Sivov : d2d1/tests: Add some more tests for effect shader loading.
by Alexandre Julliard Aug. 3, 2023
by Alexandre Julliard Aug. 3, 2023
Aug. 3, 2023
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Nikolay Sivov : d2d1: Use device instance pointer in device context structure.
by Alexandre Julliard Aug. 3, 2023
by Alexandre Julliard Aug. 3, 2023
Aug. 3, 2023
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Nikolay Sivov : d2d1: Keep effect shader objects at device level.
by Alexandre Julliard Aug. 3, 2023
by Alexandre Julliard Aug. 3, 2023
Aug. 3, 2023
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Aug. 3, 2023
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Zebediah Figura : vkd3d-shader: Implement remapping shader output registers to match the next shader's semantics.
by Alexandre Julliard Aug. 3, 2023
by Alexandre Julliard Aug. 3, 2023
Aug. 3, 2023
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Zebediah Figura : vkd3d-shader: Introduce a function to build a varying map between sm1 stages.
by Alexandre Julliard Aug. 3, 2023
by Alexandre Julliard Aug. 3, 2023
Aug. 3, 2023
1
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Zebediah Figura : vkd3d-shader/spirv: Make output varyings not consumed by the next stage private variables.
by Alexandre Julliard Aug. 3, 2023
by Alexandre Julliard Aug. 3, 2023
Aug. 3, 2023
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Zebediah Figura : vkd3d-shader: Add a separate field for the target location of a signature element.
by Alexandre Julliard Aug. 3, 2023
by Alexandre Julliard Aug. 3, 2023
Aug. 3, 2023
1
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Zebediah Figura : vkd3d-shader/d3dbc: Make sure all inter-stage varyings have a unique register index.
by Alexandre Julliard Aug. 3, 2023
by Alexandre Julliard Aug. 3, 2023
Aug. 3, 2023
1
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Zebediah Figura : vkd3d-shader/preproc: Strip whitespace when stringifying.
by Alexandre Julliard Aug. 2, 2023
by Alexandre Julliard Aug. 2, 2023
Aug. 2, 2023
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