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v2: vkd3d-shader/dxil: Use strcmp() to find the handle type.
vkd3d-shader/dxil: Use strcmp() to find function names.
vkd3d-shader/dxil: Use strcmp() to check the entry point name.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/591
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v3: tests: Add tests for valid conditional types.
vkd3d-shader/hlsl: Always cast to bool in if() statements.
vkd3d-shader/hlsl: Validate that condition expressions are numeric.
vkd3d-shader/hlsl: Validate the condition data type for loops as well.
vkd3d-shader/hlsl: Copy some missing fields in hlsl_type_clone().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/577
Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com>
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v4: vkd3d-shader/fx: Add initial support for writing passes for fx_2_0.
vkd3d-shader/fx: Add initial support for writing fx_2_0 binaries.
vkd3d-shader/fx: Check technique type in global scope as well.
vkd3d-shader/hlsl: Allow annotations on techniques.
vkd3d-shader/hlsl: Allow annotations on passes.
vkd3d-shader/hlsl: Add passes variables to the techniques.
vkd3d-shader/hlsl: Add initial support for parsing annotations.
tests/hlsl: Add some tests for annotations.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/565
~~Other validation stuff I plan to send as soon as !450 and !550 are in.~~
~~I guess the CI is going to timeout because of too many commits, so I'll preemptively stop it.~~
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v9: vkd3d-shader/ir: Validate PHI instructions.
vkd3d-shader/ir: Do not allow IMMCONST and IMMCONST64 as destination registers.
vkd3d-shader/ir: Refactor register-type-specific code in parameter validation.
vkd3d-shader/ir: Check that all instructions appear in a block.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/559
Unlike previous vkd3d-utils interfaces, ID3D12ShaderReflection is rather more
large and complex, and will probably end up needing several new individual
scan interfaces from vkd3d-shader, which are themselves not exactly trivial to
design.
Therefore, instead of implementing everything in vkd3d-shader and then hooking
up the vkd3d-utils interfaces on top of that, this patch series copies the
existing implementation of reflection and then begins the process of moving its
implementation to vkd3d-shader.
The primary motivation here is to add reflection crosstests (primarily for the
benefit of the HLSL compiler) without being blocked on API design. Part 2 of
this patch series does this.
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v6: tests: Test signature reflection via D3DReflect().
tests: Test VKD3D_SHADER_COMPILE_OPTION_BACKCOMPAT_MAP_SEMANTIC_NAMES.
vkd3d-utils: Implement input and output signature reflection.
vkd3d-utils: Add D3DReflect().
include: Add vkd3d_d3d12shader.idl.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/561
> Isn't the solution there for Wine to be printing vkd3d-shader errors as ERR? I thought I remembered a discussion specifically about this before.
Yes. My plan is essentially to wait for DXIL development to settle down a bit, and then do some cleanup to do just that, although I'd use WARN instead of ERR/FIXME. (I.e., errors in the input shader are generally not errors in vkd3d-shader.)
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/546#note_58655