vkd3d-shader/ir: Give more meaningful names to I/O normalisation levels.

The previous names "not normalised" and "fully normalised" have meanings
which are likely to change with time. OTOH including a description of the
normalisation level in the enumerant seems excessive. Relating
normalisation levels to shader model versions might be a reasonable
compromise.
This commit is contained in:
Giovanni Mascellani
2024-12-10 20:18:07 +01:00
committed by Henri Verbeet
parent 09095403ac
commit 64126a00c3
Notes: Henri Verbeet 2024-12-12 17:48:47 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Francisco Casas (@fcasas)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1311
9 changed files with 16 additions and 16 deletions

View File

@@ -2793,7 +2793,7 @@ static bool shader_sm4_init(struct vkd3d_shader_sm4_parser *sm4, struct vsir_pro
/* Estimate instruction count to avoid reallocation in most shaders. */
if (!vsir_program_init(program, compile_info,
&version, token_count / 7u + 20, VSIR_CF_STRUCTURED, VSIR_NOT_NORMALISED))
&version, token_count / 7u + 20, VSIR_CF_STRUCTURED, VSIR_NORMALISED_SM4))
return false;
vkd3d_shader_parser_init(&sm4->p, program, message_context, compile_info->source_name);
sm4->ptr = sm4->start;