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vkd3d-shader/hlsl: Use hlsl_is_numeric_type() in type_has_object_components().
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Notes:
Alexandre Julliard
2024-04-03 00:21:18 +02:00
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/745
@ -2093,22 +2093,21 @@ static void initialize_var_components(struct hlsl_ctx *ctx, struct hlsl_block *i
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static bool type_has_object_components(const struct hlsl_type *type)
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static bool type_has_object_components(const struct hlsl_type *type)
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{
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{
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if (type->class == HLSL_CLASS_OBJECT)
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return true;
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if (type->class == HLSL_CLASS_ARRAY)
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if (type->class == HLSL_CLASS_ARRAY)
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return type_has_object_components(type->e.array.type);
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return type_has_object_components(type->e.array.type);
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if (type->class == HLSL_CLASS_STRUCT)
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if (type->class == HLSL_CLASS_STRUCT)
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{
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{
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unsigned int i;
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for (unsigned int i = 0; i < type->e.record.field_count; ++i)
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for (i = 0; i < type->e.record.field_count; ++i)
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{
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{
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if (type_has_object_components(type->e.record.fields[i].type))
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if (type_has_object_components(type->e.record.fields[i].type))
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return true;
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return true;
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}
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}
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return false;
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}
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}
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return false;
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return !hlsl_is_numeric_type(type);
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}
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}
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static bool type_has_numeric_components(struct hlsl_type *type)
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static bool type_has_numeric_components(struct hlsl_type *type)
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