vkd3d-shader/hlsl: Add field-level documentation to struct hlsl_deref.

This commit is contained in:
Francisco Casas 2022-11-16 00:33:20 -03:00 committed by Alexandre Julliard
parent f33d433621
commit 06b52c0343
Notes: Alexandre Julliard 2023-01-19 22:45:24 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/61

View File

@ -501,13 +501,25 @@ struct hlsl_ir_swizzle
DWORD swizzle;
};
/* Reference to a variable, or a part of it (e.g. a vector within a matrix within a struct). */
struct hlsl_deref
{
struct hlsl_ir_var *var;
/* An array of references to instruction nodes, of data type uint, that are used to reach the
* desired part of the variable.
* If path_len is 0, then this is a reference to the whole variable.
* The value of each instruction node in the path corresponds to the index of the element/field
* that has to be selected on each nesting level to reach this part.
* The path shall not contain additional values once a type that cannot be subdivided
* (a.k.a. "component") is reached. */
unsigned int path_len;
struct hlsl_src *path;
/* Single instruction node of data type uint used to represent the register offset (in register
* components), from the start of the variable, of the part referenced.
* The path is lowered to this single offset -- whose value may vary between SM1 and SM4 --
* before writing the bytecode. */
struct hlsl_src offset;
};