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Update vkd3d + vkd3d-compiler #1678
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91ec55b
Update vkd3d + vkd3d-compiler
Beyley 5bcd201
get rid of them microsoft Application Binary Interface
Beyley 6468ef2
Update Vkd3d binaries (#1679)
silkdotnet 66af736
Update zig build scripts
Beyley 90d2db0
New binaries for Shaderc on Linux 6.2.0-1012-azure #12~22.04.1-Ubuntu…
silkdotnet 037a8a8
New binaries for SPIRV-Cross on Linux 6.2.0-1012-azure #12~22.04.1-Ub…
silkdotnet 9504b51
New binaries for SPIRV-Reflect on Linux 6.2.0-1012-azure #12~22.04.1-…
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Where does the code in this file actually come from?
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Comes from this file
https://github.com/Beyley/vkd3d/blob/9c2d740607a3234a5a98c3f084c2326569f6e183/libs/vkd3d-utils/vkd3d_utils_main.c#L265
All i have done is strip out the irrelevant parts
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Feels like a bit too much human intervention (and code that isn't ours, in our repo, effectively untracked)
I know it's cursed, but we could do something like
Alternatively we could leave the irrelevant parts in... just not really keen on us having our own "buffer" of upstream
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The irrelevant parts more meant it complicated the build process, since stuff like the logging macros were causing a billion undefined symbol errors i was not too keen on debugging/fixing, but i can give using the original source a shot with some well placed
defandundefif desiredThere was a problem hiding this comment.
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Yeah, the main thing is I had no idea this existed (yes I know clearly I don't pay that much attention) and wouldn't have thought to check here when updating vkd3d, and the same will definitely be said for whoever comes after you & I.
Eliminating as much human error as possible should be key, and this I feel like is definitely human-error-prone
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to be fair i also had to reference my own commits to figure out what i had done, so its a bit error prone yeah, i'll try to get the original source working at some point soon (and also update past
.405so we get them LLVM 17 benefits)There was a problem hiding this comment.
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Notably 4 months ago they removed ms_abi so we are likely to have fixed #1634
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...although you probably already knew that as you've already linked the issue 🤦