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vkd3d-shader/ir: Encode I/O declarations in vsir_program.
Most I/O registers are already described by the shader signatures. The registers that are not do not have any property other then being used by the program or not, so they can be collectively described with a bitmap.
This commit is contained in:
committed by
Henri Verbeet
parent
a92b602b33
commit
18e422dfe4
Notes:
Henri Verbeet
2024-12-03 14:56:21 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1288
@@ -1507,12 +1507,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_DCL_INDEXABLE_TEMP:
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shader_glsl_dcl_indexable_temp(gen, ins);
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break;
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case VKD3DSIH_DCL_INPUT:
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case VKD3DSIH_DCL_INPUT_PS:
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case VKD3DSIH_DCL_INPUT_PS_SGV:
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case VKD3DSIH_DCL_INPUT_PS_SIV:
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case VKD3DSIH_DCL_INPUT_SGV:
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case VKD3DSIH_DCL_OUTPUT:
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case VKD3DSIH_DCL_OUTPUT_SIV:
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case VKD3DSIH_NOP:
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break;
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