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2020-11-23hack: Hack some more with SNORM, repro GPU hang.unaligned-vbo-test-hackHans-Kristian Arntzen
2020-11-23hack: Add unaligned VBO read test.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
2020-11-16vkd3d: Handle reserved resources in host barrier codeJoshua Ashton
2020-11-16vkd3d: Fix validation spam for null descriptor buffersJoshua Ashton
2020-11-13vkd3d: Enable root descriptor BDA support.Hans-Kristian Arntzen
2020-11-13vkd3d-shader: Do not require Int64 to use root descriptors.Hans-Kristian Arntzen
2020-11-13vkd3d-shader: Update dxil-spirv with BDA root descriptor support.Hans-Kristian Arntzen
2020-11-13vkd3d: Disable waveops for time being.Hans-Kristian Arntzen
2020-11-12vkd3d: Change USE_PUSH_DESCRIPTORS to USE_ROOT_DESCRIPTOR_SET for clarity.Philip Rebohle
2020-11-12vkd3d: Update root descriptor VAs as necessary.Philip Rebohle
2020-11-12vkd3d: Add new field to store root descriptor VA.Philip Rebohle
2020-11-12vkd3d: Add root descriptor VAs to push constant range.Philip Rebohle
2020-11-12vkd3d: Always enable BUFFER_DEVICE_ADDRESS usage for buffers.Philip Rebohle
2020-11-12vkd3d-shader: Support physical storage buffer root SRVs/UAVs.Philip Rebohle