My hardware is Ryzen 7 4700u with the integrated graphics
Flatout (Direct3D 9): 3 fps to 40 fps (renders correctly)
Unigine Heaven (OpenGL): ~17 fps (renders correctly)
Unigine Heaven (Direct3D 9): 20-30 fps (renders correctly)
Unigine Heaven (Direct3D 11): 20-30 fps as well (renders correctly)
Elder Scrolls IV (Direct3D 9): 20 fps (broken intro videos, ingame rendering looks correct, old mapping code works just fine in the intro videos)
These numbers are from my memory, I will update them with the more accurate numbers when I get home.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5145
~~This applies on top of !656, the last three commits belong here.~~
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v8: vkd3d-shader/ir: Sort each loop by block label.
vkd3d-shader/ir: Dump the loops in the control flow graph.
vkd3d-shader/ir: Keep track of loops by header block.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/662
This was implemented in vkd3d 1.10. Another known feature that has to be enabled with compatibility flag is d3d9 style sampling functions. We currently don't do that, making them supported unconditionally.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5146
Basically !427, but in the form of a custom test driver script.
If I am not mistaken, for the driver script to run properly it is necessary to run
"autoreconf" in the source directory and call the configure script again in the build directory.
The output when running tests would be the same we currently have except for tests that don't PASS,
in that case, detailed information for each failing line will appear. Make a failing test to try it!
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v3: tests: Get detailed information on failing tests.
tests: Copy autotool's testsuite driver script.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/661