The only leftover field is SM1-specific, and I don't too much about how it's used, so I'm leaving it aside for now. It seems, however, that it could be moved directly to the parser (it seems to be only used for parsing and scanning).
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/680
~~This applies on top of !656, the last three commits belong here.~~
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v11: 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
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v5: vkd3d-dxbc: Add an option to re-emit the shader with the correct checksum.
vkd3d-dxbc: Add an option to ignore checksum.
vkd3d-shader/dxbc: Add flag to ignore the DXBC checksum.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/582
At some point I would like to have an assembler for TPF, so that it's easier to write and modify tests. This is a first step in that direction, fixing some kind of format for serializing signatures in the comment at the beginning of the assembler code. I'm not decided yet on all details, so take this as an RFC for the moment.
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v11: tests: Test emitting the signature.
vkd3d-compiler: Add an option to emit the signature when disassembling.
vkd3d-shader/d3d-asm: Support emitting the shader signature.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/553