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vkd3d-shader/fx: Use correct array sizes for the fx_2_0 states.
This commit is contained in:
committed by
Henri Verbeet
parent
4ef4baa6bf
commit
4e2fefdfdf
Notes:
Henri Verbeet
2025-06-02 21:02:29 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1528
@@ -914,7 +914,7 @@ fx_2_states[] =
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{ "ProjectionTransform", HLSL_CLASS_MATRIX, FX_FLOAT, 4, 1, 123 },
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{ "ViewTransform", HLSL_CLASS_MATRIX, FX_FLOAT, 4, 1, 124 },
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{ "WorldTransform", HLSL_CLASS_MATRIX, FX_FLOAT, 4, 1, 125 },
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{ "WorldTransform", HLSL_CLASS_MATRIX, FX_FLOAT, 4, 256, 125 },
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{ "TextureTransform", HLSL_CLASS_MATRIX, FX_FLOAT, 4, 8, 126 },
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{ "MaterialAmbient", HLSL_CLASS_VECTOR, FX_FLOAT, 4, 1, 127 },
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@@ -923,55 +923,55 @@ fx_2_states[] =
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{ "MaterialEmissive", HLSL_CLASS_VECTOR, FX_FLOAT, 4, 1, 130 },
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{ "MaterialPower", HLSL_CLASS_SCALAR, FX_FLOAT, 1, 1, 131 },
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{ "LightType", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 132, fx_2_lighttype_values },
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{ "LightDiffuse", HLSL_CLASS_VECTOR, FX_FLOAT, 4, 1, 133 },
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{ "LightSpecular", HLSL_CLASS_VECTOR, FX_FLOAT, 4, 1, 134 },
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{ "LightAmbient", HLSL_CLASS_VECTOR, FX_FLOAT, 4, 1, 135 },
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{ "LightPosition", HLSL_CLASS_VECTOR, FX_FLOAT, 3, 1, 136 },
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{ "LightDirection", HLSL_CLASS_VECTOR, FX_FLOAT, 3, 1, 137 },
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{ "LightRange", HLSL_CLASS_SCALAR, FX_FLOAT, 1, 1, 138 },
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{ "LightFalloff", HLSL_CLASS_SCALAR, FX_FLOAT, 1, 1, 139 },
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{ "LightAttenuation0", HLSL_CLASS_SCALAR, FX_FLOAT, 1, 1, 140 },
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{ "LightAttenuation1", HLSL_CLASS_SCALAR, FX_FLOAT, 1, 1, 141 },
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{ "LightAttenuation2", HLSL_CLASS_SCALAR, FX_FLOAT, 1, 1, 142 },
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{ "LightTheta", HLSL_CLASS_SCALAR, FX_FLOAT, 1, 1, 143 },
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{ "LightPhi", HLSL_CLASS_SCALAR, FX_FLOAT, 1, 1, 144 },
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{ "LightEnable", HLSL_CLASS_SCALAR, FX_FLOAT, 1, 8, 145 },
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{ "LightType", HLSL_CLASS_SCALAR, FX_UINT, 1, ~0u, 132, fx_2_lighttype_values },
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{ "LightDiffuse", HLSL_CLASS_VECTOR, FX_FLOAT, 4, ~0u, 133 },
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{ "LightSpecular", HLSL_CLASS_VECTOR, FX_FLOAT, 4, ~0u, 134 },
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{ "LightAmbient", HLSL_CLASS_VECTOR, FX_FLOAT, 4, ~0u, 135 },
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{ "LightPosition", HLSL_CLASS_VECTOR, FX_FLOAT, 3, ~0u, 136 },
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{ "LightDirection", HLSL_CLASS_VECTOR, FX_FLOAT, 3, ~0u, 137 },
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{ "LightRange", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 138 },
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{ "LightFalloff", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 139 },
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{ "LightAttenuation0", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 140 },
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{ "LightAttenuation1", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 141 },
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{ "LightAttenuation2", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 142 },
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{ "LightTheta", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 143 },
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{ "LightPhi", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 144 },
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{ "LightEnable", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 145 },
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{ "VertexShader", HLSL_CLASS_SCALAR, FX_VERTEXSHADER, 1, 1, 146 },
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{ "PixelShader", HLSL_CLASS_SCALAR, FX_PIXELSHADER, 1, 1, 147 },
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{ "VertexShaderConstantF", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u-1, 148 },
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{ "VertexShaderConstantB", HLSL_CLASS_SCALAR, FX_BOOL, 1, ~0u-1, 149 },
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{ "VertexShaderConstantI", HLSL_CLASS_SCALAR, FX_UINT, 1, ~0u-1, 150 },
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{ "VertexShaderConstant", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u-1, 151 },
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{ "VertexShaderConstant1", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u-1, 152 },
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{ "VertexShaderConstant2", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u-1, 153 },
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{ "VertexShaderConstant3", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u-1, 154 },
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{ "VertexShaderConstant4", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u-1, 155 },
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{ "VertexShaderConstantF", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 148 },
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{ "VertexShaderConstantB", HLSL_CLASS_SCALAR, FX_BOOL, 1, ~0u, 149 },
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{ "VertexShaderConstantI", HLSL_CLASS_SCALAR, FX_UINT, 1, ~0u, 150 },
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{ "VertexShaderConstant", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 151 },
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{ "VertexShaderConstant1", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 152 },
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{ "VertexShaderConstant2", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 153 },
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{ "VertexShaderConstant3", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 154 },
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{ "VertexShaderConstant4", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 155 },
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{ "PixelShaderConstantF", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u-1, 156 },
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{ "PixelShaderConstantB", HLSL_CLASS_SCALAR, FX_BOOL, 1, ~0u-1, 157 },
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{ "PixelShaderConstantI", HLSL_CLASS_SCALAR, FX_UINT, 1, ~0u-1, 158 },
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{ "PixelShaderConstant", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u-1, 159 },
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{ "PixelShaderConstant1", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u-1, 160 },
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{ "PixelShaderConstant2", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u-1, 161 },
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{ "PixelShaderConstant3", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u-1, 162 },
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{ "PixelShaderConstant4", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u-1, 163 },
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{ "PixelShaderConstantF", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 156 },
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{ "PixelShaderConstantB", HLSL_CLASS_SCALAR, FX_BOOL, 1, ~0u, 157 },
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{ "PixelShaderConstantI", HLSL_CLASS_SCALAR, FX_UINT, 1, ~0u, 158 },
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{ "PixelShaderConstant", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 159 },
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{ "PixelShaderConstant1", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 160 },
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{ "PixelShaderConstant2", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 161 },
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{ "PixelShaderConstant3", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 162 },
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{ "PixelShaderConstant4", HLSL_CLASS_SCALAR, FX_FLOAT, 1, ~0u, 163 },
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{ "Texture", HLSL_CLASS_SCALAR, FX_TEXTURE, 1, 1, 164 },
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{ "AddressU", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 165, fx_2_address_values },
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{ "AddressV", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 166, fx_2_address_values },
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{ "AddressW", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 167, fx_2_address_values },
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{ "BorderColor", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 168 },
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{ "MagFilter", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 169, fx_2_filter_values },
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{ "MinFilter", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 170, fx_2_filter_values },
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{ "MipFilter", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 171, fx_2_filter_values },
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{ "MipMapLodBias", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 172 },
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{ "MaxMipLevel", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 173 },
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{ "MaxAnisotropy", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 174 },
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{ "SRGBTexture", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 175 },
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{ "ElementIndex", HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 176 },
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{ "Texture", HLSL_CLASS_SCALAR, FX_TEXTURE, 1, 261, 164 },
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{ "AddressU", HLSL_CLASS_SCALAR, FX_UINT, 1, 261, 165, fx_2_address_values },
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{ "AddressV", HLSL_CLASS_SCALAR, FX_UINT, 1, 261, 166, fx_2_address_values },
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{ "AddressW", HLSL_CLASS_SCALAR, FX_UINT, 1, 261, 167, fx_2_address_values },
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{ "BorderColor", HLSL_CLASS_SCALAR, FX_UINT, 1, 261, 168 },
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{ "MagFilter", HLSL_CLASS_SCALAR, FX_UINT, 1, 261, 169, fx_2_filter_values },
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{ "MinFilter", HLSL_CLASS_SCALAR, FX_UINT, 1, 261, 170, fx_2_filter_values },
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{ "MipFilter", HLSL_CLASS_SCALAR, FX_UINT, 1, 261, 171, fx_2_filter_values },
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{ "MipMapLodBias", HLSL_CLASS_SCALAR, FX_UINT, 1, 261, 172 },
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{ "MaxMipLevel", HLSL_CLASS_SCALAR, FX_UINT, 1, 261, 173 },
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{ "MaxAnisotropy", HLSL_CLASS_SCALAR, FX_UINT, 1, 261, 174 },
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{ "SRGBTexture", HLSL_CLASS_SCALAR, FX_UINT, 1, 261, 175 },
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{ "ElementIndex", HLSL_CLASS_SCALAR, FX_UINT, 1, 261, 176 },
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};
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static void write_fx_2_pass(struct hlsl_ir_var *var, struct fx_write_context *fx)
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