Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com>
--
v18: vkd3d-shader/tpf: Add initial support for writing fx_4_0/fx_4_1 binaries.
vkd3d-shader: Add separate binary target type for effects.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/443
Here is a preview of my shader cache work for early comments. It isn't complete, but does successfully cache things.
What's there:
* A new vkd3d API that is used internally for caching, can be used to implement the ID3D12ShaderCacheSession interface and hopefully be used by wined3d as well
* Simple saving and loading of the cached objects
* It is used to cache render passes, root signatures and pipeline states
What is not yet there
* Partial cache loading and eviction
* ID3D12ShaderCacheSession - largely because it needs bumping ID3D12Device up to version 9, which may bring unrelated regressions. For this and tests see my "cache-rework" branch (which
* Cache file compression
* Incremental updates of cache files - right now they are rewritten from scratch on exit
* Loading the cache in an extra thread. The pipeline state creation code will need some refactor for that
I am not quite happy yet with the two patches that write and reload actual graphics pipelines. The way I am storing the d3d settings aren't quite consistent yet either - in some cases I use the d3d input data as key directly, in others I store them as values attached to a hash value. The latter is usually the case if I need to cross-reference something, e.g. have a link from the pipeline state to the root signature. This kind of setup shows how wined3d can build a chain of linked state though.
There are also known issues with locking, explained in comments in the patches.
--
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/541
Apparently, this wasn't enough to fix it in all WMs. It's simpler to just use the same sequence as normal fullscreen windows and avoid headaches with virtual desktops, and Béla reported it working as well (I couldn't reproduce it, but nothing broke for me, at least).
I know the whole NtUserGetPrimaryMonitorRect thing is wrong and only works for one monitor, but that was already the case before, so I kept it the same since it won't fix a regression and we're in code freeze.
--
v3: winex11: Move the update_desktop_fullscreen callsite to update_net_wm_states.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4823