Feb. 22, 2023
1
0
Francisco Casas : vkd3d-shader/hlsl: Respect object reservations even if the object is unused.
by Alexandre Julliard Feb. 22, 2023
by Alexandre Julliard Feb. 22, 2023
Feb. 22, 2023
1
0
Francisco Casas : vkd3d-shader/hlsl: Allocate register reservations in a separate pass.
by Alexandre Julliard Feb. 22, 2023
by Alexandre Julliard Feb. 22, 2023
Feb. 22, 2023
1
0
Feb. 22, 2023
1
0
Francisco Casas : vkd3d-shader/hlsl: Keep an hlsl_reg for each register set in hlsl_ir_var.
by Alexandre Julliard Feb. 22, 2023
by Alexandre Julliard Feb. 22, 2023
Feb. 22, 2023
1
0
Francisco Casas : vkd3d-shader/hlsl: Leave offset empty for array and struct derefs.
by Alexandre Julliard Feb. 22, 2023
by Alexandre Julliard Feb. 22, 2023
Feb. 22, 2023
1
0
Francisco Casas : vkd3d-shader/hlsl: Allocate objects according to register set.
by Alexandre Julliard Feb. 22, 2023
by Alexandre Julliard Feb. 22, 2023
Feb. 22, 2023
1
0
Francisco Casas : vkd3d-shader/hlsl: Store the type's register size for each register set.
by Alexandre Julliard Feb. 22, 2023
by Alexandre Julliard Feb. 22, 2023
Feb. 22, 2023
1
0
Zebediah Figura : vkd3d-shader/hlsl: Parse the tex2D() intrinsic.
by Alexandre Julliard Feb. 22, 2023
by Alexandre Julliard Feb. 22, 2023
Feb. 22, 2023
1
0
Francisco Casas : vkd3d-shader/hlsl: Obtain extern resources as a separate array in SM4.
by Alexandre Julliard Feb. 22, 2023
by Alexandre Julliard Feb. 22, 2023
Feb. 22, 2023
1
0