Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com>
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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.
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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.
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v3: winex11: Move the update_desktop_fullscreen callsite to update_net_wm_states.
https://gitlab.winehq.org/wine/wine/-/merge_requests/4823
Recap:
My previous proposals to extend the shader_runner to SM1 were focusing on separating compilation tests ([shader] directives) from execution tests ([test] directives), and let the generic shader_runner.c:compile_shader() in charge of the former.
However, Henri was more inclined to aim for making the parser agnostic to the language of the tests so we can potentially extend the shader_runner tests to other languages such as d3d-asm. This means, removing the burden of compilation from the parser altogether, and moving it to the runners, probably through a runner->compile function pointer (even if most of them end up doing the same thing, compiling with vkd3d-shader or the native compiler, depending on availability).
Agreeing with going in this general direction, this MR contains patches to do SM1 compilation calling run_shader_tests() for SM1 profiles from the Vulkan runner (skipping execution for now), and some improvements to the qualifiers syntax.
Despite this, there are parallel discussions on:
- Whether to name the shader models individually in the [require] directives or expressing the range of shader models where the test should pass. In the latter case, whether to run for all shader models, only the lowest one in the SM1, SM4, and SM6 groups, or to allow the runner to select a shader model within the range (I feel strongly against this now, I think the runner should just retrieve a boolean in runner->check_requirements).
- Where to do the iteration across different shader models, if in run_shader_tests() or expect each runner to call run_shader_tests() several times as we do now.
But there is no need to settle on something for these yet.
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Now, what may be the most noisy part of this MR is that even though we are calling run_shader_tests() through the Vulkan runner, this will result in calling shader_runner.c:compile_shader() instead of shader_runner_vulkan.c:compile_shader(), but if we follow the "making the parser agnostic" plan, we eventually should get rid of shader_runner.c:compile_shader() and introduce the runner->compile pointer instead.
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v9: tests: Use the vulkan runner to run SM1 compilation tests.
vkd3d-shader/ir: Lower texkill`s to discard_nz`s.
vkd3d-shader/d3dbc: Emit fixme for HLSL_RESOURCE_SAMPLE_LOD.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/514