Sept. 28, 2023
10:06 a.m.
Approved, though I guess that eventually we'd like to have just one convention on how to store swizzles (i.e., one component per byte or four components packed into a single byte). I suppose there is no fundamental reason why the HLSL compiler must be different from the rest of vkd3d-shader. -- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/378#note_47080