This prevents hangs when a program sets a new topology after stopping the current
topology, because if we don't reset the flags to 0 the session will not subscribe
to the events of the new topology sources.
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v2: mf/session: Reset presentation flags when session_clear_presentation is called.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2736
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v2: vkd3d-shader/tpf: Fail parsing if an input/output parameter order is > 2.
tests/d3d12: Test register relative addressing in vertex and pixel shaders.
vkd3d-shader: Introduce an internal sm6 signature structure.
vkd3d-shader/tpf: Return an error from vkd3d_shader_sm4_parser_create() if the parser failed.
vkd3d-shader/d3dbc: Return an error from vkd3d_shader_sm1_parser_create() if the parser failed.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/197
From what I can tell, the recent work on SampleBias/SampleLevel did all of the work for us, we just need to take the same framework and include the case for the `sample_l` instruction.
Tested with some shaders from the native Linux version of Little Racers STREET.
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v7: vkd3d-shader/tpf: For sample_l/sample_b, set lod swizzle to SCALAR.
vkd3d-shader/tpf: Add support for emitting sample_l instructions
tests: Add a test for SampleBias() with multiple mipmap levels.
tests: Add a test for sampling from nonzero mipmap levels.
tests: Add a test for loading from nonzero mipmap levels.
tests/shader_runner: Add support for creating mipmapped textures.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/188
This prevents hangs when a program sets a new topology after stopping the current
topology, because if we don't reset the flags to 0 the session will not subscribe
to the events of the new topology sources.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/2736
Mainly comprises support for allocating arrays of resources, and loading from them, for both SM1 and SM4.
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v9: vkd3d-shader/hlsl: Support resource arrays when writting SM4.
vkd3d-shader/hlsl: Write resource loads in SM1.
vkd3d-shader/hlsl: Write sampler declarations in SM1.
vkd3d-shader/hlsl: Track objects sampling dimension.
vkd3d-shader/hlsl: Track object components usage and allocate registers accordingly.
tests: Test objects as parameters.
vkd3d-shader/hlsl: Skip object components when creating input/output copies.
vkd3d-shader/hlsl: Add fixme for uniform copies for objects within structs.
vkd3d-shader/hlsl: Support multiple-register variables in object regsets.
tests: Add additional texture array register reservation tests.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/159