Tags: ValveSoftware/vkd3d
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[HACK] vkd3d-shader/hlsl: Prioritize exact match on function overload… …s, again. This patch is aimed for proton_9.0-4 to avoid regressions after commit fef1185. This is marked as a HACK because in some rare multiple compatible overload edge cases the exact match is not prioritized.
[HACK] vkd3d-shader/hlsl: Prioritize exact match on function overload… …s, again. This patch is aimed for proton_9.0-4 to avoid regressions after commit fef1185. This is marked as a HACK because in some rare multiple compatible overload edge cases the exact match is not prioritized.
vkd3d-shader/hlsl: Lower non-constant array loads for SM1. This is achieved by means of creating a variable storing zero, loading every array element, comparing if the non-constant index matches the index of that element at runtime, and in that case store the corresponding element in the variable. This seems to be the same strategy that the native compiler uses.
vkd3d-shader/hlsl: Lower non-constant array loads for SM1. This is achieved by means of creating a variable storing zero, loading every array element, comparing if the non-constant index matches the index of that element at runtime, and in that case store the corresponding element in the variable. This seems to be the same strategy that the native compiler uses.
vkd3d-shader/hlsl: Only error out on bind_count register reservation … …overlaps for SM1. While on SM1 a register reservation reserves the whole size in registers of the variable's data type, overlapping conflicts are only checked up to the bind_count (used size) for each variable.
HACK: vkd3d-shader/hlsl: Prioritize exact function parameter matches. This introduces some XPs which I haven't bothered to fix.
[fixme] tests: Add tests for clamping and special values in float-to-… …int conversion. FIXME: These are just broken at the moment. We need to probe non-float values.
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