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vkd3d-shader/hlsl: Add fixme for uniform copies for objects within structs.
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Notes:
Alexandre Julliard
2023-05-08 22:34:16 +02:00
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/159
@ -3675,6 +3675,25 @@ static void parse_numthreads_attribute(struct hlsl_ctx *ctx, const struct hlsl_a
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}
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}
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static bool type_has_object_components(struct hlsl_type *type)
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{
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if (type->class == HLSL_CLASS_OBJECT)
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return true;
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if (type->class == HLSL_CLASS_ARRAY)
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return type_has_object_components(type->e.array.type);
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if (type->class == HLSL_CLASS_STRUCT)
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{
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unsigned int i;
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for (i = 0; i < type->e.record.field_count; ++i)
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{
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if (type_has_object_components(type->e.record.fields[i].type))
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return true;
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}
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}
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return false;
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}
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int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func,
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enum vkd3d_shader_target_type target_type, struct vkd3d_shader_code *out)
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{
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@ -3718,6 +3737,9 @@ int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry
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}
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else
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{
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if (type_has_object_components(var->data_type))
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hlsl_fixme(ctx, &var->loc, "Prepend uniform copies for object components within structs.");
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if (hlsl_get_multiarray_element_type(var->data_type)->class != HLSL_CLASS_STRUCT
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&& !var->semantic.name)
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{
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