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vkd3d-shader/hlsl: Allocate groupshared registers.
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Notes:
Henri Verbeet
2025-08-05 16:40:26 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1605
@@ -2566,13 +2566,10 @@ static void declare_var(struct hlsl_ctx *ctx, struct parse_variable_def *v)
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"Ignoring the 'groupshared' modifier in a non-compute shader.");
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}
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if (modifiers & HLSL_STORAGE_GROUPSHARED)
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hlsl_fixme(ctx, &var->loc, "Group shared variables.");
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/* Mark it as uniform. We need to do this here since synthetic
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* variables also get put in the global scope, but shouldn't be
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* considered uniforms, and we have no way of telling otherwise. */
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if (!(modifiers & HLSL_STORAGE_STATIC))
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if (!(modifiers & (HLSL_STORAGE_STATIC | HLSL_STORAGE_GROUPSHARED)))
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var->storage_modifiers |= HLSL_STORAGE_UNIFORM;
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if (stream_output)
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