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vkd3d-shader/hlsl: Don't allocate object types as constant registers.
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Alexandre Julliard
2022-11-10 22:56:31 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/42
@ -2103,6 +2103,9 @@ static void allocate_const_registers(struct hlsl_ctx *ctx, struct hlsl_ir_functi
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{
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{
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if (var->is_uniform && var->last_read)
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if (var->is_uniform && var->last_read)
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{
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{
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if (var->data_type->reg_size == 0)
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continue;
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if (var->data_type->reg_size > 4)
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if (var->data_type->reg_size > 4)
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var->reg = allocate_range(ctx, &liveness, 1, UINT_MAX, var->data_type->reg_size);
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var->reg = allocate_range(ctx, &liveness, 1, UINT_MAX, var->data_type->reg_size);
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else
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else
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