Looks like I no longer have the code I used to make test data, but because it generated the minimum amount required to test the features implemented at the time, I think it would not be much help with PE files. Yes, implementing mspatchc may allow proper testing, and it wouldn't need to have especially fast or high-ratio compression, but even then it's not trivial to do. I have my hands full at the moment, but I may look at doing this later if nobody else has.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3870#note_48536
Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com>
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v12: vkd3d-shader/tpf: Write out 'switch' statements.
vkd3d-shader/hlsl: Add a pass to validate switch cases blocks.
vkd3d-shader/hlsl: Add a pass to remove unreachable code.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/361
Some fixes to valid clangd warnings, since I am using it as linter.
Also, I am removing enum hlsl_error_level on 4/6, since it doesn't seem to be meant to be used anywhere after 3/6.
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v2: vkd3d-shader/d3dbc: Use D3DSIO_TEXKILL instead of VKD3D_SM1_OP_TEXKILL (clangd).
vkd3d-shader/hlsl: Remove enum hlsl_error_level (clangd).
vkd3d-shader/tpf: Avoid translations to D3DDECLUSAGE and back (clangd).
vkd3d-shader: Remove unnecessary fallthroughs (clangd).
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/402
Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com>
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v9: vkd3d-shader/tpf: Write out 'switch' statements.
vkd3d-shader/hlsl: Add a pass to validate switch cases blocks.
vkd3d-shader/hlsl: Add a pass to remove unreachable code.
vkd3d-shader/hlsl: Add copy propagation logic for switches.
vkd3d-shader/hlsl: Validate break/continue context.
vkd3d-shader/hlsl: Check for duplicate case statements.
vkd3d-shader/hlsl: Add initial support for parsing 'switch' statements.
tests: Add some tests for the 'switch' statements.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/361