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vkd3d-shader/hlsl: Allocate register reservations for structs as well.
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Alexandre Julliard
2024-03-27 23:06:24 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/626
@ -3761,9 +3761,6 @@ static void allocate_register_reservations(struct hlsl_ctx *ctx)
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{
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{
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unsigned int r;
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unsigned int r;
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if (!hlsl_type_is_resource(var->data_type))
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continue;
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if (var->reg_reservation.reg_type)
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if (var->reg_reservation.reg_type)
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{
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{
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for (r = 0; r <= HLSL_REGSET_LAST_OBJECT; ++r)
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for (r = 0; r <= HLSL_REGSET_LAST_OBJECT; ++r)
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@ -198,7 +198,7 @@ filter linear linear linear
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address clamp clamp clamp
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address clamp clamp clamp
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% If a struct spans many object register sets and one is reserved, all other used object register sets must be.
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% If a struct spans many object register sets and one is reserved, all other used object register sets must be.
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[pixel shader fail(sm<6) todo]
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[pixel shader fail(sm<6)]
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struct
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struct
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{
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{
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Texture2D tex;
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Texture2D tex;
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@ -242,4 +242,4 @@ float4 main() : sv_target
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[test]
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[test]
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todo(glsl) draw quad
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todo(glsl) draw quad
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todo(sm<6) probe all rgba (1.0, 1.0, 1.0, 99.0)
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probe all rgba (1.0, 1.0, 1.0, 99.0)
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