vkd3d-shader/hlsl: Store swizzles in vsir format.

The previous format matched sm1 and sm4, but if we're going to be feeding
everything through vsir, we want vsir's format.
This commit is contained in:
Elizabeth Figura
2024-09-25 22:33:12 -05:00
committed by Henri Verbeet
parent 474a0ac4e2
commit 09095403ac
Notes: Henri Verbeet 2024-12-12 17:48:24 +01:00
Approved-by: Francisco Casas (@fcasas)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1297
2 changed files with 4 additions and 26 deletions

View File

@@ -6824,7 +6824,6 @@ static uint32_t generate_vsir_get_src_swizzle(uint32_t src_writemask, uint32_t d
swizzle = hlsl_swizzle_from_writemask(src_writemask);
swizzle = hlsl_map_swizzle(swizzle, dst_writemask);
swizzle = vsir_swizzle_from_hlsl(swizzle);
return swizzle;
}
@@ -7895,7 +7894,6 @@ static void generate_vsir_instr_swizzle(struct hlsl_ctx *ctx,
swizzle = hlsl_swizzle_from_writemask(val->reg.writemask);
swizzle = hlsl_combine_swizzles(swizzle, swizzle_instr->u.vector, instr->data_type->dimx);
swizzle = hlsl_map_swizzle(swizzle, ins->dst[0].write_mask);
swizzle = vsir_swizzle_from_hlsl(swizzle);
src_param = &ins->src[0];
VKD3D_ASSERT(val->type != HLSL_IR_CONSTANT);