MSVC is too stupid to see that line 3058 will not run unless n_variants
has been set together with variants in the switch statement below.
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v4: vkd3d-shader/hlsl: Make sure variants is initialized in declare_predefined_types().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/171
Block records are not processed; only the bitcode is validated.
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v15: vkd3d-shader/dxil: Read and validate global abbreviated operands.
vkd3d-shader/dxil: Read and validate local abbreviated operands.
vkd3d-compiler: Introduce a dxbc-dxil source type.
include: Introduce a function to detect the DXBC source type.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/44
This change only implements case-sensitivity of technique keywords and related checks when corresponding profile is used. My immediate plan is to add some synthetic type for technique variables, for example as {object, void}, then add named techniques as variables. This is useful because these names are participating in global scope, and should not collide with normal variables. After that "pass_list" will be split, at least in two variants because of how much d3d9 syntax differs. Some trivial changes will be need later to have some top level fx compilation helper that considers only fx objects and calls ps/vs/gs compiler to create inner shader blobs on same original source.
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v2: vkd3d-shader/hlsl: Improve handling of "technique" tokens.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/111
StringFormat argument to get_font_hfont is unused and looks largely irrelevant to the font.
Signed-off-by: David Kahurani <k.kahurani(a)gmail.com>
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v2: gdiplus: Remove unused argument in get_font_hfont
https://gitlab.winehq.org/wine/wine/-/merge_requests/3163
Later patches are on https://gitlab.winehq.org/giomasce/wine/-/commits/chianti, though they still require some cleanup and cosmetic changes.
Currently the D3D12 swapchain accesses the low level Vulkan queue backing a vkd3d `ID3D12CommandQueue` using the `vkd3d_acquire_vk_queue()` call in order to submit frames for presentation. This causes a number of bugs because `vkd3d_acquire_vk_queue()` lets the caller submit to the Vulkan queue even if some operations are enqueued in the vkd3d internal op queue, which can lead to a frame being presented even if drawing work on it isn't finished (and not even queued, from the viewpoint of Vulkan!).
In order to fix this, I propose to introduce to add a few calls to vkd3d (currently [in this branch](https://gitlab.winehq.org/giomasce/vkd3d/-/commits/mongibello)), to allow the caller to enqueue calls to `vkQueueSubmit()` and `vkQueuePresentKHR()` through the vkd3d internal queue. The D3D12 swapchain would then use this new API instead of directly calling `vkQueueSubmit()` and `vkQueuePresentKHR()` as it does now.
Patches in this MR don't implement those changes yet, but prepare the ground with some tests and light refactoring.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/3165
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v3: winegstreamer: Lookup stream handler result using a dedicated helper.
winegstreamer: Rename winegstreamer_stream_handler to stream_handler.
winegstreamer: Create and destroy result entries using dedicated helpers.
winegstreamer: Lookup stream descriptors before starting streams.
winegstreamer: Keep a reference on the media source start descriptor.
maintainers: Assume GStreamer media source maintainership.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3100