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vkd3d-shader: Use the (potentially) modified write mask as dcl_mask in vkd3d_dxbc_compiler_emit_output().
When outputs are coalesced, the write mask is modified by needs_private_io_variable(). We want the "dcl_mask" field to reflect that as well. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4702,20 +4702,14 @@ static void vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *compiler
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storage_class = SpvStorageClassOutput;
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if ((use_private_variable = builtin && builtin->spirv_array_size))
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write_mask = VKD3DSP_WRITEMASK_ALL;
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else if (get_shader_output_swizzle(compiler, signature_element->register_index) != VKD3D_SHADER_NO_SWIZZLE
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if (!(use_private_variable = builtin && builtin->spirv_array_size)
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&& (get_shader_output_swizzle(compiler, signature_element->register_index) != VKD3D_SHADER_NO_SWIZZLE
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|| needs_private_io_variable(shader_signature, signature_element->register_index,
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builtin, &output_component_count, &write_mask)
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|| is_patch_constant)
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{
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|| is_patch_constant))
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use_private_variable = true;
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write_mask = VKD3DSP_WRITEMASK_ALL;
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}
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else
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{
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component_idx = vkd3d_write_mask_get_component_idx(write_mask);
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}
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vkd3d_symbol_make_register(®_symbol, reg);
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@ -4725,16 +4719,13 @@ static void vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *compiler
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id = symbol->id;
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}
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if (!symbol || ~symbol->info.reg.dcl_mask & signature_element->mask)
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if (!symbol || ~symbol->info.reg.dcl_mask & write_mask)
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{
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if (compiler->output_info[signature_idx].id)
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{
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id = compiler->output_info[signature_idx].id;
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if (compiler->output_info[signature_idx].array_element_mask)
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{
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use_private_variable = true;
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write_mask = VKD3DSP_WRITEMASK_ALL;
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}
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}
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else if (builtin)
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{
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@ -4795,7 +4786,8 @@ static void vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *compiler
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storage_class, VKD3D_SHADER_COMPONENT_FLOAT, VKD3D_VEC4_SIZE);
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vkd3d_symbol_set_register_info(®_symbol, var_id, storage_class,
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use_private_variable ? VKD3D_SHADER_COMPONENT_FLOAT : component_type, write_mask);
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use_private_variable ? VKD3D_SHADER_COMPONENT_FLOAT : component_type,
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use_private_variable ? VKD3DSP_WRITEMASK_ALL : write_mask);
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reg_symbol.info.reg.is_aggregate = use_private_variable ? is_patch_constant : array_size;
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if (!use_private_variable && is_control_point_phase(phase))
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{
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@ -4806,7 +4798,7 @@ static void vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *compiler
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{
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reg_symbol.info.reg.member_idx = reg->idx[0].offset;
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}
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reg_symbol.info.reg.dcl_mask = signature_element->mask;
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reg_symbol.info.reg.dcl_mask = write_mask;
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vkd3d_dxbc_compiler_put_symbol(compiler, ®_symbol);
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@ -4815,7 +4807,7 @@ static void vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *compiler
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}
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else
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{
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symbol->info.reg.dcl_mask |= signature_element->mask;
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symbol->info.reg.dcl_mask |= write_mask;
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var_id = symbol->id;
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}
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