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v21: tests/d3d12: Test multiple clip distance inputs in test_clip_distance().
tests/d3d12: Use five clip distances for the multiple test in test_clip_distance().
vkd3d-shader/ir: Transform clip/cull outputs and patch constants into arrays.
vkd3d-shader/ir: Transform clip/cull inputs into an array.
vkd3d-shader/spirv: Support no-op signature elements.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/564
Fix to a sneaky memory leak.
* `hlsl_get_string_buffer()`/`vkd3d_string_buffer_get()` should go with `hlsl_release_string_buffer()`/`vkd3d_string_buffer_release()`.
* `vkd3d_string_buffer_init()` should go with `vkd3d_string_buffer_free()`, which only frees the internal `char *` of the string buffer.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/763
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v4: vkd3d-shader/hlsl: Avoid using HLSL_CLASS_OBJECT without checking the base type.
vkd3d-shader/hlsl: Consider any valid register reservation to invoke manual packing.
tests: Add more tests for manual packing.
vkd3d-shader/hlsl: Use hlsl_type_is_resource() for unbounded array checks.
tests: Test HLSL unbounded array syntax.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/757
Overall this is simpler, results in less verbose SPIR-V code which is easier to debug, and eliminates stuttering issues in Horizon Zero Dawn when run in an SM 6 dev branch with Gio's cfg4 structuriser branch.
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v8: vkd3d-shader/ir: Materialise SSAs to temps before lowering switch instructions.
vkd3d-shader/ir: Convert SSAs to temps only if the block of origin does not dominate all uses.
vkd3d-shader/spirv: Handle uint2 to double bitcast in spirv_compiler_emit_mov().
vkd3d-shader/spirv: Emit a uint result for RESINFO_UINT if the dst register is SSA.
vkd3d-shader/ir: Materialise phis to temps in the incoming blocks.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/749