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vkd3d-shader/hlsl: Add field-level documentation to struct hlsl_deref.
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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
@ -501,13 +501,25 @@ struct hlsl_ir_swizzle
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DWORD swizzle;
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DWORD swizzle;
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};
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};
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/* Reference to a variable, or a part of it (e.g. a vector within a matrix within a struct). */
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struct hlsl_deref
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struct hlsl_deref
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{
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{
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struct hlsl_ir_var *var;
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struct hlsl_ir_var *var;
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/* An array of references to instruction nodes, of data type uint, that are used to reach the
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* desired part of the variable.
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* If path_len is 0, then this is a reference to the whole variable.
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* The value of each instruction node in the path corresponds to the index of the element/field
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* that has to be selected on each nesting level to reach this part.
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* The path shall not contain additional values once a type that cannot be subdivided
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* (a.k.a. "component") is reached. */
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unsigned int path_len;
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unsigned int path_len;
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struct hlsl_src *path;
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struct hlsl_src *path;
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/* Single instruction node of data type uint used to represent the register offset (in register
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* components), from the start of the variable, of the part referenced.
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* The path is lowered to this single offset -- whose value may vary between SM1 and SM4 --
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* before writing the bytecode. */
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struct hlsl_src offset;
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struct hlsl_src offset;
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};
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};
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