This fixes a compile issue with GCC 12.1
FAILED: src/spirv/libspirv.a.p/spirv_compression.cpp.obj
i686-w64-mingw32-g++ -Isrc/spirv/libspirv.a.p -Isrc/spirv -I../dxvk-9999/src/spirv -I../dxvk-9999/include -fdiagnostics-color=always -D_FILE_OFFSET_BITS=64 -Wall -Winvalid-pch -Wnon-virtual-dtor -std=c++17 -O0 -DNOMINMAX -D_WIN32_WINNT=0xa00 -msse -msse2 -msse3 -mfpmath=sse -Wimplicit-fallthrough -O3 -march=native -pipe -flto=16 -mno-avx -MD -MQ src/spirv/libspirv.a.p/spirv_compression.cpp.obj -MF src/spirv/libspirv.a.p/spirv_compression.cpp.obj.d -o src/spirv/libspirv.a.p/spirv_compression.cpp.obj -c ../dxvk-9999/src/spirv/spirv_compression.cpp
In file included from ../dxvk-9999/src/spirv/../util/util_flags.h:5,
from ../dxvk-9999/src/spirv/spirv_include.h:7,
from ../dxvk-9999/src/spirv/spirv_instruction.h:6,
from ../dxvk-9999/src/spirv/spirv_code_buffer.h:8,
from ../dxvk-9999/src/spirv/spirv_compression.h:5,
from ../dxvk-9999/src/spirv/spirv_compression.cpp:1:
../dxvk-9999/src/spirv/../util/util_bit.h:300:33: warning: ‘template<class _Category, class _Tp, class _Distance, class _Pointer, class _Reference> struct std::iterator’ is deprecated [-Wdeprecated-declarations]
300 | class iterator: public std::iterator<std::input_iterator_tag,
| ^~~~~~~~
In file included from /usr/lib/gcc/i686-w64-mingw32/12.1.0/include/g++-v12/bits/stl_algobase.h:65,
from /usr/lib/gcc/i686-w64-mingw32/12.1.0/include/g++-v12/vector:60,
from ../dxvk-9999/src/spirv/spirv_compression.h:3:
/usr/lib/gcc/i686-w64-mingw32/12.1.0/include/g++-v12/bits/stl_iterator_base_types.h:127:34: note: declared here
127 | struct _GLIBCXX17_DEPRECATED iterator
| ^~~~~~~~
../dxvk-9999/src/spirv/spirv_code_buffer.h: In member function ‘size_t dxvk::SpirvCodeBuffer::endInsertion()’:
../dxvk-9999/src/spirv/spirv_code_buffer.h:214:19: error: ‘exchange’ is not a member of ‘std’
214 | return std::exchange(m_ptr, m_code.size());
| ^~~~~~~~
Signed-off-by: Mike Lothian <mike@fireburn.co.uk>
This fixes incorrect blending between HUD text, which would cause a narrow transparent gap between the text center and border/shadow that is visible at large text sizes.
Seems to be anything up to 3x as fast to decode than the previous code,
with the compression ratio being slightly worse. Encoding seems faster
as well.
The game tries to binda 2D texture to a slot that is declared
as a 3D texture in the shader. This causes one particle effect
to be completely black because DXVK does not bind the texture