> The part that doesn't thrill me is the fact that DXGI still directly accesses the VkQueue object, which I tend to see as an internal implementation detail to vkd3d. On the other hand it's nice that we don't need new API from vkd3d (even if, in the future, we were to need something other than vkQueueSubmit() and vkQueuePresentKHR()).
For what it's worth, it was a fairly explicit design decision early on to expose the underlying Vulkan objects for d3d12 devices and command queues, as well as to allow the creation of d3d12 resources on top of existing Vulkan images, for the purpose of interoperation with other Vulkan code. I.e., the idea is that it should be possible to integrate vkd3d into a larger Vulkan application to draw some parts using the d3d12 API, while everything else is drawn using Vulkan.
The internal queueing of command queue operations on the vkd3d level is unfortunate in that regard; ideally we just wouldn't do that. This MR could probably do a better job of explaining why we need to do that in some cases, and what kind of command queue operation sequences could result in out-of-order presentation.
If we're going to need to introduce a DXGI worker thread anyway, could we just make vkd3d_acquire_vk_queue() block until there are no longer any operations queued?
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3165#note_37779
Sub / Function can be on one line, but only if there's brackets.
```
| Storage_opt tFUNCTION Identifier ArgumentsDecl BodyStatements tEND tFUNCTION
```
This leads to sometimes to `link_statements` being called with `head` being NULL, probably because now the `:` can be parsed as `Statement` in `BodyStatements`.
Also note that this introduces another shift/reduce conflict, could be related, but I don't understand it well enough. Feedback would be appreciated, I'm still learning bison.
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v3: vbscript: Support one-line sub/function.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3206
This MR optimizes and makes correctness improvements to the window_surface flush implementation:
1. Implement a buffer queue to avoid constantly allocating new buffers.
2. Take into account the bounds of the window_surface flush and track per-buffer damage to reduce copying from the window_surface.
3. Copy from the window_surface only pixel data that lies within the flushed bounds. Maintain the latest contents for pixels outside these bounds, by copying them from the latest valid buffer.
4. Communicate damaged surface regions to the compositor to allow it to perform more efficient pixel data transfers (e.g., texture uploads).
Thanks!
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3234
Shader Model 6 introduces a 16-bit float (half) type, and 16-bit and 64-bit integer types. Storing extra info in the type enum simplifies checking if a type is any integer, floating point or numeric type, and the declaration of SPIR-V types. The benefits depend on using enum vkd3d_data_type in the backend instead of vkd3d_shader_component_type.
Patch 2 is difficult to split because types typically flow through to vkd3d_spirv_get_type_id(), so partial changes would require new calls to conversion functions which would be deleted again later.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/263