A few recent changes broke the macOS build. Unfortunately nobody noticed, because the macOS CI job always fails. :-(
However, we can still fix that. I'm not sure that the last commit is the best approach, would like to have comments from Henri.
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v6: include: Import vkd3d_d3dcompiler.h instead of redefining D3D_BLOB_PART.
ci: Make the MoltenVK logging less verbose.
vkd3d-shader: Explicitly cast vkd3d_shader_global_flags to uint64_t.
ci: Allow the artifact copy to fail.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/423
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v3: vkd3d-shader/spirv: No longer handle builtin array size mismatch in spirv_compiler_emit_input().
vkd3d-shader/spirv: Remove handling of VKD3DSPR_OUTCONTROLPOINT.
vkd3d-shader/ir: Check for vocp usage during IR normalization.
vkd3d-shader/ir: Pass a vkd3d_shader_parser to instruction_array_normalise_io_registers().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/421
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v5: vkd3d-shader/dxil: Implement the DXIL BINOP instruction.
vkd3d-shader/spirv: Support VKD3D_DATA_UINT in spirv_compiler_emit_neg().
vkd3d-shader/spirv: Handle the UMUL instruction.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/409
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v4: vkd3d-shader/dxil: Implement the DXIL BINOP instruction.
vkd3d-shader/spirv: Support VKD3D_DATA_UINT in spirv_compiler_emit_neg().
vkd3d-shader/spirv: Handle the UMUL instruction.
vkd3d-shader/spirv: Introduce an IDIV instruction.
vkd3d-shader/spirv: Introduce an FREM instruction.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/409
It can take a while before a new eventlog file is created on Windows. Rather than
waiting for it I chose to remove this test since it seems doubtful that any application
will need to access the file directly.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4260