Spilling the render pass should make shader storage buffer/image writes
visible due to how external subpass dependencies are defined. For UAV
rendering, we need to do this when changing the UAVs, even if the render
targets themselves do not change.
* [dxvk] Fix native build on *nix x86_64 systems
> /usr/include/c++/v1/algorithm:2633:1:
> note: candidate template ignored: deduced conflicting types for parameter '_Tp' ('unsigned long' vs. 'unsigned long long')
winegcc, clang-tidy and other native build types/tools are affected.
http://en.cppreference.com/w/cpp/language/types#Data_models
> 64 bit systems:
> * LLP64 or 4/4/8 (int and long are 32-bit, pointer is 64-bit)
> * Win64 API
> * LP64 or 4/8/8 (int is 32-bit, long and pointer are 64-bit)
> * Unix and Unix-like systems (Linux, Mac OS X)
http://en.cppreference.com/w/cpp/types/integer#Function_macros_for_minimum-width_integer_constants
Macro `UINT64_C(1)` from `stdint.h` should literally interpret `1` to `1UL` or `1ULL`
```c
# if __WORDSIZE == 64
# define UINT64_C(c) c ## UL
# else
# define UINT64_C(c) c ## ULL
# endif
```
* [dxvk] Fix native build on *nix x86_64 systems
Use explicit template argument instead of 1ull or UINT64_C(1) macro.
Drivers from both major vendors implement their own shader cache
already, and storing a cache per game causes more issues than it
solves. Should fix#261.
HUD elements can be enabled individually using a comma-separated
list. Supported options include:
- fps: Displays the framerate
- devinfo: Displays device info
Passing "1" has the same effect as "fps,devinfo".
Closer to the D3D11 API. We cannot use the normal clearColorImage and
clearDepthStencilImage methods in case the game uses a 2D array view
for a 3D image. Fixes some validation issues in Hellblade.
* [dxvk] fixes for MSVC
* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.
* [utils] fixes for MSVC
* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header
* [dxbc] fixes for MSVC
*added missing header
* [dxgi] fixes for MSVC
* user __declspec(uuid()) instead of _mingw_uuidof()
* do not use DLLEXPORT macro for MSVC
* [d3d11] fixes for MSVC
* replace WINBOOL with BOOL
* do not declare D3D11 structs for MSVC
* do not use DLLEXPORT macro for MSVC
* [meson] fix build scripts for MSVC
* change cpp version from c++1z to c++latest for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) for MSVC (bypass 'C2375: redefinition; different linkage' error)
* fix .def files for MinGW
* add --enable-stdcall-fixup linker flag for MinGW
* [utils] fixes for MSVC
* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header
* [dxvk] fixes for MSVC
* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.
* [dxbc] fixes for MSVC
*added missing header
* [dxgi] fixes for MSVC
* user __declspec(uuid()) instead of _mingw_uuidof()
* [d3d11] fixes for MSVC
* replace WINBOOL with BOOL
* do not declare D3D11 structs
* [meson] fix build scripts for MSVC
* change cpp version from 1z to 17 for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) (bypass 'C2375: redefinition; different linkage' error)