Re: Unable to completely replace vkd3d with vkd3d-proton?

Francisco Casas <[email protected]>
Newsgroups gmane.comp.emulators.wine.devel
Message-ID <[email protected]>
Hi,

Thanks for pointing out the errors in the page, I have to update it, 
albeit seems that in this case you don't need to do crosscompilation and 
you are on the right track compiling proton.

On 11/27/24 9:34 AM, zhengxianwei wrote:
 > Unfortunately, when using VKD3D-Proton to run the program, new issues
 > arise. Specifically, its HLSL implementation (part of the VKD3D module)
 > seems to lack support for function overloads (source code reference
 > <https://gitlab.winehq.org/wine/vkd3d/-/blob/master/libs/vkd3d-shader/
 > hlsl.y?ref_type=heads#L3014>).

The issue here is that function overload is not implemented yet.

Initially we had the policy of always prioritizing an exact type match 
overload if there is any, which made a lot of shaders compile, but we 
removed this in:

fef118555cd6341eb648f482a4517d61c347a0d3

because there are some odd cases where this isn't true: e.g. functions 
with "float" and "float1" arguments. And we want to avoid 
misscompilations on vkd3d upstream.

The version of vkd3d in stable releases of Proton (not to be confused 
with vkd3d-proton) keep this hack to avoid regressions.

You can apply the following patch to your vkd3d in proton before 
compiling proton to add the hack again.

https://gitlab.winehq.org/fcasas/vkd3d/-/commit/4d2637bfc66edd449745b7410043b81b68189af7


We are working on a proper implementation of overload resolution but it 
might take time.


Best regards,
Francisco.
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