vkd3d-shader/hlsl: Use hlsl_is_numeric_type() in type_has_object_components().

This commit is contained in:
Zebediah Figura 2024-01-26 16:12:27 -06:00 committed by Alexandre Julliard
parent 54f2dfe403
commit 106cbc02de
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

View File

@ -2093,24 +2093,23 @@ static void initialize_var_components(struct hlsl_ctx *ctx, struct hlsl_block *i
static bool type_has_object_components(const struct hlsl_type *type)
{
if (type->class == HLSL_CLASS_OBJECT)
return true;
if (type->class == HLSL_CLASS_ARRAY)
return type_has_object_components(type->e.array.type);
if (type->class == HLSL_CLASS_STRUCT)
{
unsigned int i;
for (i = 0; i < type->e.record.field_count; ++i)
for (unsigned int i = 0; i < type->e.record.field_count; ++i)
{
if (type_has_object_components(type->e.record.fields[i].type))
return true;
}
}
return false;
}
return !hlsl_is_numeric_type(type);
}
static bool type_has_numeric_components(struct hlsl_type *type)
{
if (hlsl_is_numeric_type(type))