Mainly the implementation of SM1 comparison operators, defined in terms of CMP and SLT instructions, and the capacity to transform SLT->CMP for pixel shaders and CMP->SLT for vertex shaders.
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v3: vkd3d-shader/hlsl: Lower CMP instructions for vertex shaders.
vkd3d-shader/hlsl: Use hlsl_fixme() on missing SM1 matrix writemask lowering.
vkd3d-shader/hlsl: Lower SLT instructions for pixel shaders.
tests: Test equality between tiny and between large numbers on ps_2_0.
vkd3d-shader/hlsl: Implement SM1 comparison operators.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/706
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v4: vkd3d-shader/dxil: Implement DX instruction Barrier.
vkd3d-shader/spirv: Emit a trace message if TGSM alignment is ignored.
vkd3d-shader/dxil: Implement structured groupshared address space global variables.
vkd3d-shader/dxil: Implement raw groupshared address space global variables.
vkd3d-shader/spirv: Support zero-initialisation for workgroup memory.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/681
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v2: winevulkan: Get rid of the wine_vk_instance_free helper.
winevulkan: Add handle mappings on creation success only.
winevulkan: Simplify wine_vk_instance_free helper.
winevulkan: Get rid of the wine_vk_device_free helper.
winevulkan: Allocate all host command buffers at once.
winevulkan: Use a single allocation for instance and physical devices.
winevulkan: Rename wine_vk_physical_device_alloc parameters and variables.
winevulkan: Pass VkDeviceQueueCreateInfo to wine_vk_device_init_queues.
winevulkan: Use a single allocation for device and queues.
winevulkan: Use an rb_tree and allocate entries for handle mappings.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5274
When present, the aperture indicates the area of the sample's buffers to display. The frame size instead includes some undesired padding. This is the case when color planes are aligned, such as with YUV output from a decoder MFT.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5297