I'm working on adding all the intrinsics we haven't implemented yet. Here's sinh, cosh, and tanh.
Sinh/cosh are implemented in the same commit because they forward to the same backing function (because the identities used only differ by a plus or minus).
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v6: vkd3d-shader/hlsl: Implement tanh.
vkd3d-shader/hlsl: Implement hyperbolic sin and cos.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/740
Some tests require Vulkan extension VK_KHR_surface, which is not exposed by Mesa unless at least a platform is configured.
Hopefully this should at last make llvmpipe 24 not crash in d3d12.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/783
Includes !782 to prevent the 32-bit Windows CI crashing.
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v10: vkd3d-shader/dxil: Support SV_Depth, SV_DepthGreaterEqual and SV_DepthLessEqual.
tests/hlsl: Add tests for SV_DepthLessEqual and SV_DepthGreaterEqual.
tests/hlsl: Add tests for SV_Depth.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/777
Creates test for the following things:
- Whether a combination of BackBufferCount + SwapEffect results in another buffer being added that acts as a front buffer. We used to have bugs caused by this in DXVK ages ago.
- GetFrontBufferData actually copying data from the front buffer to the target surface and not from one of the back buffers. This is motivated by a DXVK bug with a modded version of Silent Hill 2 we had recently.
- GetFrontBufferData produces a specific fixed alpha value depending on whether the swapchain is windowed or fullscreen. That's a TODO for now because neither Wine nor DXVK implements this and it's a bit annoying to implement this while not a single application is known to rely on this.
- GetFrontBufferData is supposed to capture a screenshot of the entire monitor. So this MR adds a test to make sure that the application window is positioned correctly in the target surface after calling GetFrontBufferData. Total War Medieval 2 actually hit this issue with DXVK on its loading screen in windowed mode.
All the new tests pass on Windows 11 on the Nvidia D3D9 driver.
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v2: d3d9: Add test for GetFrontBufferData window placement.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5500
Creates test for the following things:
- Whether a combination of BackBufferCount + SwapEffect results in another buffer being added that acts as a front buffer. We used to have bugs caused by this in DXVK ages ago.
- GetFrontBufferData actually copying data from the front buffer to the target surface and not from one of the back buffers. This is motivated by a DXVK bug with a modded version of Silent Hill 2 we had recently.
- GetFrontBufferData produces a specific fixed alpha value depending on whether the swapchain is windowed or fullscreen. That's a TODO for now because neither Wine nor DXVK implements this and it's a bit annoying to implement this while not a single application is known to rely on this.
- GetFrontBufferData is supposed to capture a screenshot of the entire monitor. So this MR adds a test to make sure that the application window is positioned correctly in the target surface after calling GetFrontBufferData. Total War Medieval 2 actually hit this issue with DXVK on its loading screen in windowed mode.
All the new tests pass on Windows 11 on the Nvidia D3D9 driver.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5500