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:
Giovanni Mascellani
2025-07-28 22:27:41 +02:00
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

View File

@@ -2257,8 +2257,8 @@ bool shader_instruction_array_init(struct vkd3d_shader_instruction_array *instru
/* Size the parameter initial allocations so they are large enough for most shaders. The
* code path for chained allocations will be tested if a few shaders need to use it. */
shader_param_allocator_init(&instructions->dst_params, reserve - reserve / 8u,
sizeof(*instructions->elements->dst));
shader_param_allocator_init(&instructions->src_params, reserve * 2u, sizeof(*instructions->elements->src));
sizeof(struct vkd3d_shader_dst_param));
shader_param_allocator_init(&instructions->src_params, reserve * 2u, sizeof(struct vkd3d_shader_src_param));
return shader_instruction_array_reserve(instructions, reserve);
}