--
v3: vkd3d-shader/hlsl: Use hlsl_block_add_instr() in clone_block().
vkd3d-shader/hlsl: Clean up the static_initializers block when the context is destroyed (Valgrind).
vkd3d-shader/hlsl: Pass a hlsl_block pointer to dump_instr_list().
vkd3d-shader/hlsl: Store the "instrs" field of struct hlsl_attribute as a hlsl_block.
vkd3d-shader/hlsl: Pass an hlsl_block pointer to add_load_component().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/290
Release for 1.8.1 containing targeted fixes for issues uncovered by Wine tests, in particular an assert which is currently preventing Wine tests from running with 1.8.
There were other "safe fix" patches I noticed after 1.8, but on the precedent of 1.7.1 I didn't pick any of them.
I've marked this as a draft since it's supposed to be a merge request into a vkd3d-1.8.x branch, but that doesn't currently exist, and it'll need Alexandre to create it as I understand. In the meantime I'm submitting the patches so they can be reviewed.
--
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/298
There are two motivations for this:
* First, the structure *almost* corresponds to D3D12_SHADER_INPUT_BIND_DESC, and
if more elements were included, it could be used as-is for shader reflection.
There is the quirk that currently we return scan information based on the
shader instructions, whereas d3dcompiler shader reflection expects to get it
from the shader reflection data (i.e. the RDEF chunk), which is particularly
relevant in the case that the RDEF chunk is stripped.
That said, even if we have to introduce an extra scan API to account for this
difference, being able to reuse the same structure seems like a benefit.
In order to reuse this structure, we need to add the following elements:
- Register ID (added in part 1 of this series)
- Sample count (added in part 2 of this series)
- Flags or resource types to distinguish between typed, raw, and structured
buffers. I have not decided which representation makes the most sense;
opinions are welcome.
* Second, I think it makes sense to use this reflection information internally
in spirv.c (and potentially other compiler backends) to declare resources in
the target environment, instead of parsing DCL instructions. The idea here is
that this allows backends to be more agnostic as to how resources are declared
(or inferred) in the frontend, while avoiding the need to synthesize those DCL
instructions in the frontend either [especially since epenthesizing
instructions is more expensive than converting them to NOPs.]
In order to do that, we will need vkd3d_shader_scan_descriptor_info1 to cover
everything that is currently covered by DCL instructions. This needs the same
elements as above (register ID and sample count), but also:
- Structure stride (added in part 2 of this series)
- Constant buffer used width (added in part 2 of this series)
I don't currently have a proof-of-concept using these new elements. On the other
hand, since it's just an extension of an existing API, I figured that seemed
less critical.
This does conflict trivially with 280; I'm submitting it now since 280 is
accepted, but due to Alexandre's vacation may not be committed soon, and since
this is new API I'd rather get comments early anyway.
--
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/295