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vkd3d-shader: Pass a struct vkd3d_shader_register_range to vkd3d_dxbc_compiler_get_descriptor_info().
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5422,7 +5422,7 @@ static SpvImageFormat image_format_for_image_read(enum vkd3d_shader_component_ty
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static const struct vkd3d_shader_descriptor_info *vkd3d_dxbc_compiler_get_descriptor_info(
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static const struct vkd3d_shader_descriptor_info *vkd3d_dxbc_compiler_get_descriptor_info(
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struct vkd3d_dxbc_compiler *compiler, enum vkd3d_shader_descriptor_type type,
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struct vkd3d_dxbc_compiler *compiler, enum vkd3d_shader_descriptor_type type,
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unsigned int register_space, unsigned int register_index)
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const struct vkd3d_shader_register_range *range)
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{
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{
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const struct vkd3d_shader_scan_descriptor_info *descriptor_info = compiler->scan_descriptor_info;
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const struct vkd3d_shader_scan_descriptor_info *descriptor_info = compiler->scan_descriptor_info;
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const struct vkd3d_shader_descriptor_info *d;
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const struct vkd3d_shader_descriptor_info *d;
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@ -5431,7 +5431,7 @@ static const struct vkd3d_shader_descriptor_info *vkd3d_dxbc_compiler_get_descri
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for (i = 0; i < descriptor_info->descriptor_count; ++i)
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for (i = 0; i < descriptor_info->descriptor_count; ++i)
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{
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{
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d = &descriptor_info->descriptors[i];
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d = &descriptor_info->descriptors[i];
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if (d->type == type && d->register_space == register_space && d->register_index == register_index)
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if (d->type == type && d->register_space == range->space && d->register_index == range->first)
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return d;
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return d;
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}
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}
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@ -5452,7 +5452,7 @@ static uint32_t vkd3d_dxbc_compiler_get_image_type_id(struct vkd3d_dxbc_compiler
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if (reg->type == VKD3DSPR_UAV)
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if (reg->type == VKD3DSPR_UAV)
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{
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{
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d = vkd3d_dxbc_compiler_get_descriptor_info(compiler,
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d = vkd3d_dxbc_compiler_get_descriptor_info(compiler,
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VKD3D_SHADER_DESCRIPTOR_TYPE_UAV, range->space, range->first);
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VKD3D_SHADER_DESCRIPTOR_TYPE_UAV, range);
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if (raw_structured || (d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_READ))
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if (raw_structured || (d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_READ))
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format = image_format_for_image_read(data_type);
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format = image_format_for_image_read(data_type);
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}
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}
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@ -5484,6 +5484,8 @@ static void vkd3d_dxbc_compiler_emit_combined_sampler_declarations(struct vkd3d_
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for (i = 0; i < shader_interface->combined_sampler_count; ++i)
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for (i = 0; i < shader_interface->combined_sampler_count; ++i)
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{
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{
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struct vkd3d_shader_register_range sampler_range;
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current = &shader_interface->combined_samplers[i];
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current = &shader_interface->combined_samplers[i];
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if (current->resource_space != resource_range->space || current->resource_index != resource_range->first)
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if (current->resource_space != resource_range->space || current->resource_index != resource_range->first)
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@ -5505,8 +5507,11 @@ static void vkd3d_dxbc_compiler_emit_combined_sampler_declarations(struct vkd3d_
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current->sampler_space, current->binding.count);
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current->sampler_space, current->binding.count);
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}
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}
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sampler_range.space = current->sampler_space;
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sampler_range.first = current->sampler_index;
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sampler_range.last = current->sampler_index;
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d = vkd3d_dxbc_compiler_get_descriptor_info(compiler,
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d = vkd3d_dxbc_compiler_get_descriptor_info(compiler,
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VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, current->sampler_space, current->sampler_index);
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VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, &sampler_range);
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depth = current->sampler_index != VKD3D_SHADER_DUMMY_SAMPLER_INDEX
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depth = current->sampler_index != VKD3D_SHADER_DUMMY_SAMPLER_INDEX
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&& (d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE);
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&& (d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE);
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@ -5610,7 +5615,7 @@ static void vkd3d_dxbc_compiler_emit_resource_declaration(struct vkd3d_dxbc_comp
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const struct vkd3d_shader_descriptor_info *d;
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const struct vkd3d_shader_descriptor_info *d;
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d = vkd3d_dxbc_compiler_get_descriptor_info(compiler,
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d = vkd3d_dxbc_compiler_get_descriptor_info(compiler,
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VKD3D_SHADER_DESCRIPTOR_TYPE_UAV, register_space, register_index);
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VKD3D_SHADER_DESCRIPTOR_TYPE_UAV, &resource->range);
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if (!(d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_READ))
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if (!(d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_READ))
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vkd3d_spirv_build_op_decorate(builder, var_id, SpvDecorationNonReadable, NULL, 0);
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vkd3d_spirv_build_op_decorate(builder, var_id, SpvDecorationNonReadable, NULL, 0);
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