- 09 Oct, 2023 1 commit
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Etaash Mathamsetty authored
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- 20 Sep, 2023 1 commit
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Henri Verbeet authored
It almost works as-is; we set "sample_shading" to FALSE when running with the Vulkan backend, which causes the "(1024 <= data && data <= 1056)" test to be applied, which fails and avoids a "Test succeeded inside todo block" result. It'll mark the tests as a todo though, while it actually succeeds.
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- 05 Sep, 2023 2 commits
- 15 Aug, 2023 1 commit
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Alexandre Julliard authored
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- 10 Aug, 2023 2 commits
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Jeff Smith authored
The result of abs(INT_MIN) is INT_MIN, which breaks the ulps comparison.
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- 05 Aug, 2023 1 commit
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Paul Gofman authored
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- 27 Jul, 2023 1 commit
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Zebediah Figura authored
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- 20 Jul, 2023 1 commit
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Alistair Leslie-Hughes authored
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- 11 Jul, 2023 1 commit
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Paul Gofman authored
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- 27 Jun, 2023 2 commits
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Zebediah Figura authored
Creating a view with an unaligned offset is legal in d3d and apparently works, both on Windows and Linux, but may violate the Vulkan specification: VUID-VkBufferViewCreateInfo-offset-00926(ERROR / SPEC): msgNum: -833749292 - Validation Error: [ VUID-VkBufferViewCreateInfo-offset-00926 ] Object 0: handle = 0x3c000000003c, type = VK_OBJECT_TYPE_BUFFER; | MessageID = 0xce4dfed4 | vkCreateBufferView(): VkBufferViewCreateInfo offset (36) must be a multiple of VkPhysicalDeviceLimits::minTexelBufferOffsetAlignment (16). The Vulkan spec states: offset must be a multiple of VkPhysicalDeviceLimits::minTexelBufferOffsetAlignment (https://www.khronos.org/registry/vulkan/specs/1.2-khr-extensions/html/vkspec.html#VUID-VkBufferViewCreateInfo-offset-00926) Without any reason to test unaligned buffer views here, just resolve this by changing the test.
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Zebediah Figura authored
This is far simpler than drawing with it. The immediate motivation here is that the DXGI_FORMAT_R8G8B8A8_UINT test causes a validation error when drawing, since the shader declares its resource as a float4 texture, which does not match the UINT view format. This could be fixed by using a different shader, but it seems more prudent to just simplify the test to not draw at all.
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- 10 May, 2023 1 commit
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Zebediah Figura authored
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- 04 May, 2023 1 commit
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Zebediah Figura authored
Get rid of the create_swapchain_texture callback.
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- 26 Apr, 2023 2 commits
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Zebediah Figura authored
Using the IWineDXGIDeviceParent::swapchain_texture_created() callback.
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Zebediah Figura authored
dxgi: Introduce IWineDXGIDeviceParent::register_swapchain_texture() and use it in IDXGIDevice::CreateSurface(). Instead of having d3d11 create the wined3d texture, create it in dxgi instead, and let d3d11 create a d3d_texture2d object to wrap it. This is a step towards getting rid of the create_swapchain_texture() callback, which is mildly difficult to work with and conceptually complex.
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- 29 Mar, 2023 1 commit
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Zebediah Figura authored
Wine-Bug: https://bugs.winehq.org//show_bug.cgi?id=53252
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- 14 Mar, 2023 1 commit
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Henri Verbeet authored
These have been unused for a while now.
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- 14 Feb, 2023 1 commit
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Zebediah Figura authored
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- 06 Feb, 2023 1 commit
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Michael Stefaniuc authored
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- 24 Jan, 2023 2 commits
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Zebediah Figura authored
Avoid the need for manually set type attributes, and initialize the component count for all such formats. This fixes use of R11G11B10_FLOAT as a vertex attribute format with the GL backend. Since it has no corresponding typeless format, prior to this commit the component count was uninitialized and hence use of the format would result in a GL error. This fixes a GL error with Dark Souls Remastered. I did not immediately observe any corresponding rendering errors, however.
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Zebediah Figura authored
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- 13 Jan, 2023 1 commit
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Conor McCarthy authored
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53761
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- 06 Jan, 2023 1 commit
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Zebediah Figura authored
DISCARD maps on deferred contexts do not seem to offer the same synchronization guarantees as do DISCARD maps on the immediate context, at least not with respect to subsequent NOOVERWRITE maps on the immediate context. This is not particularly surprising, seeing as it is probably far more usual to only map a resource on one kind of context or the other. The test currently fails on Windows 11 on NVidia drivers, but it also fails on Mesa, for what I think are the same reasons. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=52563 Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=54023
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- 15 Nov, 2022 1 commit
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Eric Pouech authored
This fixes warnings with gcc 12.2. (Copycat of 5fa25d00 about clear_rtv()) Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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- 21 Sep, 2022 1 commit
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Zebediah Figura authored
Some drivers (AMD Radeon RX 6700 XT, with radeonsi from Mesa 22.2.0-rc3) emit less than one invocation per pixel, presumably because they detect that the shader control flow is uniform for all pixels. Having the control flow depend on SV_Position avoids this test failure. Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
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- 15 Sep, 2022 3 commits
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Eric Pouech authored
This fixes warnings with gcc 12.2. Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
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Henri Verbeet authored
There's no point in querying this multiple times, it's not going to change. Perhaps more importantly, calling is_warp_device() inside a todo_wine block will cause "Test succeeded inside todo block: ..." messages from get_device_adapter_desc(). These appear to have been introduced by commit fcc276ec. Arguably get_device_adapter_desc() shouldn't use ok() in the first place.
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Henri Verbeet authored
d3d11: Implement d3d11_input_layout_to_wined3d_declaration() on top of vkd3d_shader_parse_input_signature(). This was originally prompted by the fact that wined3d_extract_shader_input_signature_from_dxbc() allocates elements with HeapAlloc(), but d3d11_input_layout_to_wined3d_declaration() attempts to free them with free(). That's a regression introduced by commit b951c37b. Since we're touching the code though, we may as well use vkd3d_shader_parse_input_signature(), and get rid of wined3d_extract_shader_input_signature_from_dxbc().
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- 16 Aug, 2022 3 commits
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Zebediah Figura authored
This allows Guild Wars 2 to start.
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Zebediah Figura authored
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Zebediah Figura authored
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- 12 Aug, 2022 1 commit
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Paul Gofman authored
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- 22 Jul, 2022 1 commit
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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- 24 Jun, 2022 2 commits
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Zebediah Figura authored
This fixes rendering in Raft.
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Zebediah Figura authored
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- 20 Jun, 2022 1 commit
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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- 15 Jun, 2022 2 commits
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Nikolay Sivov authored
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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