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vkd3d-shader/spirv: Normalise the shader before allocating registers.
So registers are allocated after normalisation (which could require additional registers).
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Notes:
Alexandre Julliard
2024-01-18 23:20:56 +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/573
@ -9680,6 +9680,9 @@ static int spirv_compiler_generate_spirv(struct spirv_compiler *compiler,
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enum vkd3d_result result = VKD3D_OK;
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unsigned int i;
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if ((result = vkd3d_shader_normalise(parser, compile_info)) < 0)
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return result;
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if (parser->shader_desc.temp_count)
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spirv_compiler_emit_temps(compiler, parser->shader_desc.temp_count);
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if (parser->shader_desc.ssa_count)
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@ -9690,9 +9693,6 @@ static int spirv_compiler_generate_spirv(struct spirv_compiler *compiler,
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compiler->location.column = 0;
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compiler->location.line = 1;
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if ((result = vkd3d_shader_normalise(parser, compile_info)) < 0)
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return result;
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if (parser->shader_desc.block_count && !spirv_compiler_init_blocks(compiler, parser->shader_desc.block_count))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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