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v2: vkd3d-shader/ir: Check that SWITCH blocks are correctly nested.
vkd3d-shader/ir: Check that REP blocks are correctly nested.
vkd3d-shader/ir: Check that LOOP blocks are correctly nested.
vkd3d-shader/ir: Check that IF blocks are correctly nested.
vkd3d-shader/ir: Do not enfore DCL_TEMPS count for hull shaders.
vkd3d-shader/ir: Emit an ERR() on validation errors.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/444
This is the last thing needed to support non-constant offset dereferences in SM4.
It allows to perform relative addressing on temps.
Besides this, I have additional patches for relative addressing on uniforms, and input and output semantics, but these may not be useful for now, since we copy all these variables into temps instead of using them directly.
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v6: vkd3d-shader/tpf: Support relative addressing for indexable temps in SM4.
vkd3d-shader/tpf: Move sm4_register_from_node() up.
vkd3d-shader/tpf: Support writing relative addressing indexes.
vkd3d-shader/tpf: Write register index addressing.
vkd3d-shader/tpf: Encode dst and src registers using the same function.
tests: Add aditional relative addressing tests.
tests: Rename array-index-expr.shader_test as non-const-indexing.shader_test.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/435
gcc tends to optimize away the magic field cleanup, leading to
believe the query is still allocated.
Signed-off-by: Eric Pouech <epouech(a)codeweavers.com>
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v3: pdh: Zero out magic fields with SecureZeroMemory().
https://gitlab.winehq.org/wine/wine/-/merge_requests/4323