Capability Geometry allows to use the Layer builtin in geometry shaders.
For vertex shaders ShaderLayer should be used, but it's only available
starting from SPIR-V 1.5. ShaderViewportIndexLayerEXT can be used instead
with extension SPV_EXT_shader_viewport_index_layer.
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v2: vkd3d-shader/spirv: Enable capability ShaderViewportIndexLayerEXT when needed.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/546
Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com>
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v16: vkd3d-shader/tpf: Add initial support for writing fx_4_0/fx_4_1 binaries.
vkd3d-shader: Add separate binary target type for effects.
vkd3d-shader/hlsl: Handle effect group statement.
vkd3d-shader/hlsl: Add variables for techniques.
vkd3d-shader/hlsl: Rename rule for top-level techniques.
vkd3d-shader/hlsl: Add 'fxgroup' token.
tests: Add some tests for effects groups syntax.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/443
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v20: vkd3d-shader/ir: Store code block names in struct vkd3d_shader_desc.
vkd3d-shader/ir: Flatten SWITCH/CASE/DEFAULT/ENDSWITCH control flow instructions.
vkd3d-shader/ir: Flatten LOOP/BREAK/CONTINUE/ENDLOOP control flow instructions.
vkd3d-shader/ir: Flatten IF/ELSE/ENDIF control flow instructions.
vkd3d-shader/spirv: Handle RETP in spirv_compiler_handle_instruction().
vkd3d-shader/spirv: Handle DISCARD and TEXKILL in spirv_compiler_handle_instruction().
vkd3d-shader/spirv: Emit descriptor offset loads in the function entry block.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/450