> I do think that as a matter of principle having test coverage for the different intrinsics we implement is simply a good idea. These tests don't necessarily need to be complicated; see e.g. "sqrt.shader_test" for a straightforward example.
For the record, at some point I duplicated some tests so that both the constant folding path and the real codegen path would be tested. See for example `arithmetic-float.shader_test` vs `arithmetic-float-uniform.shader_test`. It wouldn't probably be a bad idea to make that more systematic, but I agree that's not a requirement for this MR. Just saying.
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https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/68#note_21781
The PE build of vkd3d uses Windows critical sections for synchronisation, and
these slow down on the very high lock/unlock rate during multithreaded
descriptor copying in Shadow of the Tomb Raider. This patch speeds up the
demo by about 8%. By comparison, using SRW locks in the allocators and
locking them for read only where applicable is about 4% faster.
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v3: vkd3d: Store a heap array index in each CBV/SRV/UAV descriptor.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/67
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54353
There are two issues which the patchset is fixing:
1. Using cert's serial is not quite right, we need to hash full certificate contents as the check result depends on the other certificate data.
2. The check result also depends on revocation check parameters. I think currently it is only issuer certificate from the parameters which can affect the result which is cached.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/2009