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vkd3d-shader: Don't use assignment instructions as sources.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1261,6 +1261,7 @@ static struct hlsl_ir_node *add_assignment(struct hlsl_ctx *ctx, struct list *in
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{
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struct hlsl_ir_assignment *assign;
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struct hlsl_type *lhs_type;
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struct hlsl_ir_expr *copy;
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DWORD writemask = 0;
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lhs_type = lhs->data_type;
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@ -1321,7 +1322,7 @@ static struct hlsl_ir_node *add_assignment(struct hlsl_ctx *ctx, struct list *in
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lhs = lhs_inner;
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}
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init_node(&assign->node, HLSL_IR_ASSIGNMENT, lhs_type, lhs->loc);
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init_node(&assign->node, HLSL_IR_ASSIGNMENT, NULL, lhs->loc);
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assign->writemask = writemask;
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assign->lhs.var = hlsl_ir_load(lhs)->src.var;
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hlsl_src_from_node(&assign->lhs.offset, hlsl_ir_load(lhs)->src.offset.node);
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@ -1337,7 +1338,14 @@ static struct hlsl_ir_node *add_assignment(struct hlsl_ctx *ctx, struct list *in
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hlsl_src_from_node(&assign->rhs, rhs);
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list_add_tail(instrs, &assign->node.entry);
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return &assign->node;
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/* Don't use the instruction itself as a source, as this makes structure
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* splitting easier. Instead copy it here. Since we retrieve sources from
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* the last instruction in the list, we do need to copy. Use a cast
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* instruction to the same type as a makeshift identity expression. */
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if (!(copy = hlsl_new_cast(rhs, rhs->data_type, &lhs->loc)))
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return NULL;
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list_add_tail(instrs, ©->node.entry);
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return ©->node;
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}
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static void struct_var_initializer(struct hlsl_ctx *ctx, struct list *list, struct hlsl_ir_var *var,
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