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2020-11-27vkd3d-shader: Fix saturates of fp64 typessaturate-doubleJoshua Ashton
2020-11-25dxil-spirv: Update submodule.Hans-Kristian Arntzen
2020-11-25include: Add missing enum flag operator definitionsJoshua Ashton
2020-11-25include: Fix definition of D3D12_RESOURCE_ALIASING_BARRIERJoshua Ashton
2020-11-25include: Fix typo in d3d12 headerJoshua Ashton
2020-11-25include: Update D3D12 headersJoshua Ashton
2020-11-25vkd3d: Fix segfault when freeing pipeline library.Hans-Kristian Arntzen
2020-11-24dxil-spirv: Update submodule.Hans-Kristian Arntzen
2020-11-24vkd3d: Perform binary occlusion query fixup on scratch buffer.Philip Rebohle
2020-11-24vkd3d: Introduce d3d12_resource_get_va.Philip Rebohle
2020-11-24vkd3d: Add code to create, destroy and recycle scratch buffers.Philip Rebohle
2020-11-24tests: Add unaligned VBO read test.Hans-Kristian Arntzen
2020-11-24vkd3d: Sanitize VBO strides and VBO offsets.Hans-Kristian Arntzen
2020-11-24vkd3d: Fallback to NULL VA when binding non-existent VBO.Hans-Kristian Arntzen
2020-11-23vkd3d-shader: Correctly handle infinity in f32tof16.Philip Rebohle
2020-11-23tests: Test f32tof16 behaviour with infinity and high numbers.Philip Rebohle
2020-11-20vkd3d: Fix offset for predicate buffer.Philip Rebohle
2020-11-20tests: Remove todo for binary occlusion query test.Philip Rebohle
2020-11-20vkd3d: Fix up binary occlusion query results.Philip Rebohle
2020-11-20vkd3d: Always add STORAGE_BUFFER_BIT to readback buffers.Philip Rebohle
2020-11-20vkd3d: Add meta compute shader to resolve binary occlusion queries.Philip Rebohle
2020-11-19vkd3d: Handle empty viewports.Philip Rebohle
2020-11-19vkd3d: Consider mip level for 3D UAV slice check.Philip Rebohle
2020-11-19vkd3d: Mask out attachments which cannot safely be written to.Hans-Kristian Arntzen
2020-11-19vkd3d: Use VK_IMAGE_LAYOUT_UNDEFINED for unused attachments.Hans-Kristian Arntzen
2020-11-18vkd3d: Use static init for device map.Georg Lehmann
2020-11-18vkd3d: Add Win32 PTHREAD_MUTEX_INITIALIZER.Georg Lehmann
2020-11-18vkd3d: Fix uninitialized variable in initial WSI transition.Hans-Kristian Arntzen
2020-11-18vkd3d: Disable RAW_VA root CBVs on NVIDIA.Hans-Kristian Arntzen
2020-11-18vkd3d: Separate root VA use for CBV and SRV/UAV.Hans-Kristian Arntzen
2020-11-18tests: Adjust todos in some query tests.Philip Rebohle
2020-11-18vkd3d: Rework query pool initialization.Philip Rebohle
2020-11-18vkd3d: Rework initial transitions to allow for different types.Philip Rebohle
2020-11-18tests: Add missing UAV barriers in test_cs_uav_store.Philip Rebohle
2020-11-18vkd3d-shader: Add debug log callback to DXIL.Hans-Kristian Arntzen
2020-11-18vkd3d: Implement singleton devices.Joshua Ashton
2020-11-18include: Fix various issues with atomic CAS.Philip Rebohle
2020-11-18vkd3d: Add app detection for buggy game: ds.exe.Hans-Kristian Arntzen
2020-11-18vkd3d: Add VKD3D_CONFIG option to disable bindless SSBO.Hans-Kristian Arntzen
2020-11-18meta: Add missing VKD3D_DEBUG level to README.Hans-Kristian Arntzen
2020-11-18vkd3d: Support offset buffers for raw/structured texel buffers.Philip Rebohle
2020-11-17vkd3d: Remove manual tracking of host barriers.Hans-Kristian Arntzen
2020-11-17vkd3d: Use pipeline barrier command buffers for queue serialization.Hans-Kristian Arntzen
2020-11-17vkd3d-shader: Correctly handle bit shifts greater than 31 bits.Philip Rebohle
2020-11-17vkd3d: Re-enable wave ops.Hans-Kristian Arntzen
2020-11-16vkd3d: Use SHADER_READ for CBV visibility when using ROOT_VA CBV.Hans-Kristian Arntzen
2020-11-16dxil-spirv: Update submodule.Hans-Kristian Arntzen
2020-11-16vkd3d: Implement compare exchange atomicsJoshua Ashton
2020-11-16vkd3d: Use consistent comment style in atomic headerJoshua Ashton
2020-11-16vkd3d: Implement 64-bit and pointer atomicsJoshua Ashton