To simplify SM 6 support, insert a control point id relative address where needed, and declare control point phase inputs where missing.
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v4: vkd3d-shader/ir: Insert hull shader control point input declarations if no control point phase is defined.
vkd3d-shader/ir: Normalise control point phase output registers to include the control point id.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/141
To simplify SM 6 support, insert a control point id relative address where needed, and declare control point phase inputs where missing.
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v3: vkd3d-shader/ir: Insert hull shader control point input declarations if no control point phase is defined.
vkd3d-shader/ir: Normalise control point phase output registers to include the control point id.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/141
To simplify SM 6 support, insert a control point id relative address where needed, and declare control point phase inputs where missing.
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v2: vkd3d-shader/ir: Insert hull shader control point input declarations if no control point phase is defined.
vkd3d-shader/ir: Normalise control point phase output registers to include the control point id.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/141
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v5: vkd3d: Pass an offset and size to d3d12_heap_unmap() in d3d12_resource_WriteToSubresource().
vkd3d: Call vkFlushMappedMemoryRanges() when unmapping of a heap is requested.
vkd3d: Pass an offset and size to d3d12_heap_map() in d3d12_resource_ReadFromSubresource().
vkd3d: Call vkInvalidateMappedMemoryRanges() when a mapping is requested on a heap.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/126
Fixes Combat Mission: Battle for Normandy (GL game) failing to initialize GL on start. Looks like the game depends specifically on cAlphaShift being 24 (seemingly without any other prior checks, simply surfing through gdi32.DescribePixelFormat).
The shifts in winex11.drv are obviously wrong currently: alpha channel doesn't preceded BGR in BGRA format (which is also confirmed by the test). cAlphaShift is a bit trickier though, that is marked as unsupported on Deck. Here on real hardware AMD desktop it is 24 (and alpha bits are 8). That's not the case on one Testbot machine though (win11_nv64) where both cAlphaShift and cAlphaBits are 0. So I made the test to accept such case as well.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2625
This is required by https://bugs.winehq.org/show_bug.cgi?id=54660 .
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v2: vkd3d-shader/hlsl: Error out when a semantic is used with multiple types.
vkd3d-shader/hlsl: Error out when an output semantic is used more than once.
vkd3d-shader/hlsl: Don't create semantic vars more than once.
vkd3d-shader/hlsl: Report missing semantics in struct fields.
vkd3d-shader/hlsl: Move get_array_size() and get_array_type() to hlsl.c.
vkd3d-shader/hlsl: Support semantics for array types.
tests: Test array types with semantics.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/148