> > Which complications would those be?
>
> ResolveSubresource(), which I think we would also need in D3D12. It can be done but do we need it?
Well, get_resource_readback_with_command_list_and_states() already handles multi-sampled readback for d3d12, so that part should be fine. It doesn't seem especially complicated to add to the d3d11 runner either?
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/734#note_67260
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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