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Added implementation for ID3D12FunctionReflection1::GetDesc1 #6827
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Added implementation for ID3D12FunctionReflection1::GetDesc1 #6827
Commits on Jul 25, 2024
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Commits on Jul 26, 2024
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Implemented GetInputNode/GetOutputNode, changed formatting a bit, add…
…ed some missing node information to the implementation.:
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Added safety check to CFunctionReflection::GetDesc1 and renamed D3D12…
…_NODE_OVERRIDES_TYPE to ..._LAUNCH_TYPE
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Commits on Jul 31, 2024
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DirectX-Headers is now required on Windows too, since otherwise it's …
…not really possible to change things in DirectX-Headers without a Windows SDK update... Removed stupid hacks in dxexp.cpp, which were there because d3d12.h comes from the windows SDK. Now that DirectX-Headers is required, d3d12.h comes from the DirectX-Headers, meaning that the structs & enums that were hardcoded are now not needed anymore. It can now happily use the same headers without relying on specific windows SDKs :)
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Commits on Aug 5, 2024
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Merge branch 'feat_query_all_function_properties3' of https://github.…
…com/Oxsomi/DirectXShaderCompiler into feat_query_all_function_properties3
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WSL Stubs shouldn't be included by default anymore for linux, since d…
…irectx headers have their own way of handling with it
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Changed ID3D12ShaderReflection to ID3D12ShaderReflection1 and impleme…
…nted it in QueryInterface
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Commits on Aug 7, 2024
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Merge branch 'feat_query_all_function_properties3' of https://github.…
…com/Oxsomi/DirectXShaderCompiler into feat_query_all_function_properties3
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Exposed compute shader WaveSizeMin/Max/Preferred and mesh/amplificati…
…on shaders numthreads to dxa.
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Made sure guids are taken from DirectX-Headers d3d12.h rather than el…
…sewhere. And removed duplicate definition from ExecutionTest.cpp
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Added predeclarations for LibraryReflection1 and ShaderReflection1. U…
…nified typedefs between DXC and DirectX-Headers. Warning: This might need extra caution, as these sizes were mismatching before! unsigned long aka ULONG is 64-bit on linux but was treated as the same as on windows?
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Windows: wsl stubs aren't needed. Now requiring DirectX-Headers to en…
…sure latest d3d12.h & d3d12shader.h. Fixed compile issue on gcc/clang due to missing {} in GetDesc1. Removed duplicate definitions in dxexp.cpp. Fixed formatting issue.
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Commits on Aug 8, 2024
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Formatting. Also fixed unit test that relied on the ShaderKind of 'No…
…de' not being translatable, even though now it is.
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Seems like ExecutionTest.cpp still has an issue with finding GUIDs th…
…at are clearly defined by d3d12.h. If it's not the location of the INITGUID it must be picking the wrong d3d12.h
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Undid removal of definition of ID3D12SDKConfiguration UUIDs, which ar…
…e apparently also needed even if d3d12 is defined. Defining GUID creation bugs everything out, so just doing it like this
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Commits on Aug 9, 2024
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dxc/WinAdapter.h now extends DirectX-Headers/WSL's winAdapter.h, to a…
…void conflicts and allow the latest DirectX-Headers to be used rather than a 2 year outdated one. Unified lots of types; all fixed int types now align properly between windows and unix (more importantly; between the two winadapters). Removed duplicate defines and type definitions. Replaced CROSS_PLATFORM_UUIDOF with __CRT_UUID_DECL so that it can use the uuid macro from wsl. Fixed type incompatiblity of a LPBOOL which really refered to a bool* (BOOL is 32-bit according to WSL).
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Restored most headers to what they used to be by adding the same defi…
…nition that DirectX-Headers uses to define GUIDs so that either implementation of __uuidof can find the GUID.
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Some compilers don't seem to like missing endline at the end of a fil…
…e. Also don't like an include named winadapter.h in a file named WinAdapter.h
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Clang still needs __wsl_stub_uuidof, even though it has builtin suppo…
…rt. Added CLSID_D3D12SDKConfiguration for older Windows sdks
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Commits on Aug 21, 2024
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Merge branch 'main' of https://github.com/Microsoft/DirectXShaderComp…
…iler into feat_query_all_function_properties3
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Added unit tests by modifying existing unit tests to include reflecti…
…on info (where it makes sense). Only unit tests that provide unique scenarios have been touched. Fixed some misformatting in D3DReflectionDumper. Apparently m_pProps can be NULL, so made it S_OK instead of E_FAIL. Fixed problem with GetInputNode/GetOutputNode where it returned a string pointer of a C++ struct which implictly copied due to not being const&.
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Apparently even though DXA runs fine, the file checker uses something…
… else. Changed it to use ShaderReflection1 and LibraryReflection1
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Fixed a few tests; replaced LibraryReflection with LibraryReflection1…
… in checks, same for ShaderReflection1. Also fixed the RDAT3 in wavesize-compute-node-rdat.hlsl
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Commits on Aug 22, 2024
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Apparently the featureflag with SM6.8 isn't set for SM6.7 when sm65_m…
…s_as.hlsl is compiled as lib_6_8
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