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vkd3d-shader: Use the structure names when creating the parameter allocators.
So that it doesn't depend on the instruction array implementation.
This commit is contained in:
committed by
Henri Verbeet
parent
247fbd869a
commit
6805612918
Notes:
Henri Verbeet
2025-07-29 13:35:06 +02:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1656
@@ -2257,8 +2257,8 @@ bool shader_instruction_array_init(struct vkd3d_shader_instruction_array *instru
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/* Size the parameter initial allocations so they are large enough for most shaders. The
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* code path for chained allocations will be tested if a few shaders need to use it. */
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shader_param_allocator_init(&instructions->dst_params, reserve - reserve / 8u,
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sizeof(*instructions->elements->dst));
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shader_param_allocator_init(&instructions->src_params, reserve * 2u, sizeof(*instructions->elements->src));
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sizeof(struct vkd3d_shader_dst_param));
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shader_param_allocator_init(&instructions->src_params, reserve * 2u, sizeof(struct vkd3d_shader_src_param));
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return shader_instruction_array_reserve(instructions, reserve);
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}
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