Henri Verbeet pushed to branch master at wine / vkd3d
Commits: 6ed0bd0b by Giovanni Mascellani at 2025-07-28T16:27:58+02:00 vkd3d-shader/msl: Ignore the interpolation mode for output variables.
They are meaningless, but some frontends (e.g., DXIL) set them nevertheless.
- - - - - 16b06c29 by Giovanni Mascellani at 2025-07-28T16:27:58+02:00 vkd3d-shader/msl: Emit indexable temps with the appropriate component count.
- - - - - 9476a235 by Giovanni Mascellani at 2025-07-28T16:27:58+02:00 vkd3d-shader/msl: Use the union type for SAMPLEMASK registers.
Function msl_print_assignment() doesn't currently handle bitcasts when the left operand has a specific (rather than a union) type.
We could also fix the function, and maybe it wouldn't be a bad idea anyway, but using the union type seems more in the spirit of the MSL backend anyway.
- - - - - 7df92b6e by Giovanni Mascellani at 2025-07-28T16:27:58+02:00 vkd3d-shader/msl: Reject shaders with duplicate I/O target locations.
We'll have to handle them eventually, but let's avoid generating invalid code in the meantime.
- - - - - 3cf35ce2 by Giovanni Mascellani at 2025-07-28T16:31:57+02:00 vkd3d-shader/msl: Convert the results of load and sample operations to the destination data type.
This should eventually go away when we properly enforce vsir typing, but since for the moment we're resolving to hack, let's at least make it compatible with DXIL.
- - - - - f7866df2 by Giovanni Mascellani at 2025-07-28T16:32:40+02:00 vkd3d-shader/dxil: Emit gather offsets as signed.
This is important for the MSL generator, otherwise invalid MSL is emitted.
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2 changed files:
- libs/vkd3d-shader/dxil.c - libs/vkd3d-shader/msl.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/19bc3ec1041c53e14aafa6a3b4166...