This way failures produced while compiling or preprocessing a shader
are shown with the appropriate context.
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v2: tests: Pop the shader runner context after processing the current section.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/165
Assassin's Creed: Valhalla sets a null index buffer, but Windows allows null for root descriptors too.
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v2: tests: Test index buffer location zero in test_draw_indexed_instanced().
vkd3d: Check for index buffer location zero.
tests: Test null addresses in test_update_root_descriptors().
vkd3d: Support null address for SRV/UAV root descriptors.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/163
It is illegal to match a SPIR-V multisampled resource to a Vulkan resource which
is not multisampled. Vulkan considers a resource to be multisampled if its
sample count is greater than 1 (and SPIR-V does not care about the sample count).
This fixes validation errors in the case where the sample count does actually
match the resource. In order to provide correct behaviour when there is a
mismatch, or when the sample count is missing, we will need yet another
additional interface. In the absence of that it seems best to provide a best
guess.
This fixes a validation error with the not-yet-committed merge request 135, when
the d3d11 runner is run through Wine with the Vulkan backend.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/160
This is fine on the basis that it's temporary code anyway, but I think a better way to solve this would have been to use a helper function.
The patch subject is also missing a component prefix ("vkd3d-shader/hlsl:").
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/171#note_30523