vkd3d-shader/hlsl: Skip object components when creating input/output copies.

This commit is contained in:
Francisco Casas 2022-11-25 17:31:21 -03:00 committed by Alexandre Julliard
parent 4413f6b64b
commit 6f71077e3e
Notes: Alexandre Julliard 2023-05-08 22:34:16 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/159

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@ -416,6 +416,8 @@ static void prepend_input_copy_recurse(struct hlsl_ctx *ctx, struct list *instrs
else
{
field = &type->e.record.fields[i];
if (hlsl_type_is_resource(field->type))
continue;
validate_field_semantic(ctx, field);
semantic = &field->semantic;
elem_semantic_index = semantic->index;
@ -535,6 +537,8 @@ static void append_output_copy_recurse(struct hlsl_ctx *ctx, struct list *instrs
else
{
field = &type->e.record.fields[i];
if (hlsl_type_is_resource(field->type))
continue;
validate_field_semantic(ctx, field);
semantic = &field->semantic;
elem_semantic_index = semantic->index;