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libs/vkd3d-shader: Use vkd3d_dxbc_compiler_emit_variable() in vkd3d_dxbc_compiler_emit_dcl_temps().
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@ -1915,18 +1915,15 @@ static void vkd3d_dxbc_compiler_emit_dcl_temps(struct vkd3d_dxbc_compiler *compi
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const struct vkd3d_shader_instruction *instruction)
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const struct vkd3d_shader_instruction *instruction)
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{
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{
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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uint32_t type_id, ptr_type_id, id;
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unsigned int i;
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unsigned int i;
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uint32_t id;
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type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_FLOAT, VKD3D_VEC4_SIZE);
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ptr_type_id = vkd3d_dxbc_compiler_get_pointer_type(compiler, type_id, SpvStorageClassFunction);
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assert(!compiler->temp_count);
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assert(!compiler->temp_count);
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compiler->temp_count = instruction->declaration.count;
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compiler->temp_count = instruction->declaration.count;
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for (i = 0; i < compiler->temp_count; ++i)
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for (i = 0; i < compiler->temp_count; ++i)
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{
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{
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id = vkd3d_spirv_build_op_variable(builder, &builder->function_stream,
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id = vkd3d_dxbc_compiler_emit_variable(compiler, &builder->function_stream,
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ptr_type_id, SpvStorageClassFunction, 0);
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SpvStorageClassFunction, VKD3D_TYPE_FLOAT, VKD3D_VEC4_SIZE);
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if (!i)
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if (!i)
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compiler->temp_id = id;
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compiler->temp_id = id;
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assert(id == compiler->temp_id + i);
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assert(id == compiler->temp_id + i);
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