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vkd3d-shader/ir: Do not search for signature elements using a scalar write mask.
The fallback code was added when shader_signature_find_element_for_reg() would crash when unable to find the requested signature element. Now it doesn't any more, and the second search is redundant.
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Notes:
Henri Verbeet
2024-10-10 20:10:00 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1170
@ -1221,7 +1221,7 @@ static bool shader_signature_find_element_for_reg(const struct shader_signature
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unsigned int reg_idx, unsigned int write_mask, unsigned int *element_idx)
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{
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const struct signature_element *e;
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unsigned int i, base_write_mask;
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unsigned int i;
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for (i = 0; i < signature->element_count; ++i)
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{
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@ -1234,14 +1234,6 @@ static bool shader_signature_find_element_for_reg(const struct shader_signature
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}
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}
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/* Validated in the TPF reader, but failure in signature_element_range_expand_mask()
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* can land us here on an unmatched vector mask. */
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FIXME("Failed to find signature element for register index %u, mask %#x; using scalar mask.\n",
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reg_idx, write_mask);
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base_write_mask = 1u << vsir_write_mask_get_component_idx(write_mask);
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if (base_write_mask != write_mask)
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return shader_signature_find_element_for_reg(signature, reg_idx, base_write_mask, element_idx);
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return false;
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}
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