Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
6ed0bd0b by Giovanni Mascellani at 2025-07-28T16:27:58+02:00
vkd3d-shader/msl: Ignore the interpolation mode for output variables.
They are meaningless, but some frontends (e.g., DXIL) set them
nevertheless.
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16b06c29 by Giovanni Mascellani at 2025-07-28T16:27:58+02:00
vkd3d-shader/msl: Emit indexable temps with the appropriate component count.
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9476a235 by Giovanni Mascellani at 2025-07-28T16:27:58+02:00
vkd3d-shader/msl: Use the union type for SAMPLEMASK registers.
Function msl_print_assignment() doesn't currently handle bitcasts
when the left operand has a specific (rather than a union) type.
We could also fix the function, and maybe it wouldn't be a bad
idea anyway, but using the union type seems more in the spirit
of the MSL backend anyway.
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7df92b6e by Giovanni Mascellani at 2025-07-28T16:27:58+02:00
vkd3d-shader/msl: Reject shaders with duplicate I/O target locations.
We'll have to handle them eventually, but let's avoid generating
invalid code in the meantime.
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3cf35ce2 by Giovanni Mascellani at 2025-07-28T16:31:57+02:00
vkd3d-shader/msl: Convert the results of load and sample operations to the destination data type.
This should eventually go away when we properly enforce vsir typing,
but since for the moment we're resolving to hack, let's at least
make it compatible with DXIL.
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f7866df2 by Giovanni Mascellani at 2025-07-28T16:32:40+02:00
vkd3d-shader/dxil: Emit gather offsets as signed.
This is important for the MSL generator, otherwise invalid MSL
is emitted.
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2 changed files:
- libs/vkd3d-shader/dxil.c
- libs/vkd3d-shader/msl.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/19bc3ec1041c53e14aafa6a3b416…
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View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/19bc3ec1041c53e14aafa6a3b416…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
dcd1747f by Nikolay Sivov at 2025-07-28T16:21:32+02:00
vkd3d-shader/fx: Handle regular shader blobs when parsing the state data.
For the pass shader states this blob will contain compiled shaders, for other
state types it will contain expression code. Complex state data is stored separately,
tracing it back to actual state type will require keeping track of already parsed states.
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2c49f044 by Nikolay Sivov at 2025-07-28T16:22:13+02:00
vkd3d-shader/fx: Do not attempt to parse expressions without code section.
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1 changed file:
- libs/vkd3d-shader/fx.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/0652cb4adbcad90fad4c5b79a125…
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View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/0652cb4adbcad90fad4c5b79a125…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
4300e6c8 by Henri Verbeet at 2025-07-28T16:10:15+02:00
vkd3d-shader/ir: Allow source operands of shift operations to have different data types.
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eaebef42 by Henri Verbeet at 2025-07-28T16:10:15+02:00
vkd3d-shader/hlsl: Emit vsir from hlsl_emit_bytecode().
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6 changed files:
- libs/vkd3d-shader/hlsl.c
- libs/vkd3d-shader/hlsl.h
- libs/vkd3d-shader/hlsl_codegen.c
- libs/vkd3d-shader/ir.c
- libs/vkd3d-shader/vkd3d_shader_main.c
- libs/vkd3d-shader/vkd3d_shader_private.h
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/b3e367b099cb65d79c5b0044134a…
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View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/b3e367b099cb65d79c5b0044134a…
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Alexandre Julliard pushed to branch master at wine / wine
Commits:
1a139434 by Yuxuan Shui at 2025-07-27T21:27:49+09:00
server: Fix use-after-free in screen_buffer_destroy.
When an async object enters the async queue, its fd is released (to avoid
a reference cycle I assume?). In screen_buffer_destroy, the screen_buffer's
fd is released first, this cause it to be freed even when it could still be
referenced by an async object in the queue. This means free_async_queue
could use freed memory.
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1 changed file:
- server/console.c
View it on GitLab: https://gitlab.winehq.org/wine/wine/-/commit/1a139434dcfa7857da3970dfc34606…
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