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vkd3d-shader: Don't fetch output variable id before writing output info.
Otherwise, if a private variable is used for the given output, vkd3d_dxbc_compiler_emit_store_shader_output will write to the private variable again instead of the actual output, and some outputs may never be emitted. This is common in hull shaders. Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4340,13 +4340,8 @@ static void vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *compiler
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{
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use_private_variable = true;
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write_mask = VKD3DSP_WRITEMASK_ALL;
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entry = rb_get(&compiler->symbol_table, ®_symbol);
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}
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}
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else if ((entry = rb_get(&compiler->symbol_table, ®_symbol)))
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{
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id = RB_ENTRY_VALUE(entry, const struct vkd3d_symbol, entry)->id;
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}
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else
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{
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if (builtin)
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@ -4393,7 +4388,7 @@ static void vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *compiler
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if (use_private_variable)
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storage_class = SpvStorageClassPrivate;
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if (entry)
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if ((entry = rb_get(&compiler->symbol_table, ®_symbol)))
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var_id = RB_ENTRY_VALUE(entry, const struct vkd3d_symbol, entry)->id;
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else if (!use_private_variable)
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var_id = id;
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