Shader Model 6 wave ops require instructions not available by extension in SPIR-V 1.0, and device support info is found in VkPhysicalDeviceSubgroupProperties, which also has no equivalent by extension in Vulkan 1.0.
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v2: vkd3d-shader: Introduce a wave ops feature flag.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/776
Shader Model 6 wave ops require instructions not available by extension in SPIR-V 1.0, and device support info is found in VkPhysicalDeviceSubgroupProperties, which is also has no equivalent by extension in Vulkan 1.0.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/776
Vulkan test needs a DSV clear. Also I guess we want a configurable clear value.
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v3: vkd3d-shader/dxil: Support SV_Depth, SV_DepthGreaterEqual and SV_DepthLessEqual.
tests/hlsl: Add an SV_Depth test.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/777
This would eliminate the todo for the precise mad() test in !718. Maybe we need test results on nvidia and intel to decide if we actually want this.
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v8: vkd3d-shader/ir: Implement MAD in two operations if flagged as precise.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/723
Another round of optimizations for the CFG structurizer. Here we begin getting rid of many of the loops that were generated during structurization to represent forward jumps, but that are better expressed with selection constructs when possible. More optimizations will follow.
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v2: vkd3d-shader/ir: Remove loops that terminate with a `break'.
vkd3d-shader/ir: Count how many jumps target each loop.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/764
I originally planned to somehow pass hybrid/native arch info from configure instead of hardcoding it in makedep, but I'm no longer convinced it's worth extra per-arch variables. I will change it if that would be preferred.
CC @bylaws
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5486