Buffers could be used with 'shared' and 'single' modifiers. There is a bit more work left to do to support this - 'shared' needs a compiler flag to enable child effects to be useful, and 'single' is not a keyword.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/666
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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v2: tests: Get detailed information on failing tests.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/661
This applies on top of !656, the last three commits belong here.
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v5: 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.
vkd3d-shader/ir: Compute the loops in the control flow graph.
vkd3d-shader/ir: Introduce a helper to express block domination.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/662
This applies on top of !662, the last four commits belong here.
Here we compute a topological order (plus some additional properties) of the shader blocks. Eventually the blocks will be emitted precisely in this order, after having been enriched with structured control flow information.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/672
This applies on top of !656, the last three commits belong here.
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v4: vkd3d-shader/ir: Compute the loops in the control flow graph.
vkd3d-shader/ir: Add a debug buffer to struct vsir_cfg.
vkd3d-shader/ir: Properly handle function-local indexable temps when flattening control flow.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/662