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vkd3d-shader: Use vkd3d_bytecode_buffer helpers directly in shader_write_descriptor_ranges1().
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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6f8be6c208
@ -3002,7 +3002,7 @@ static void shader_write_descriptor_ranges(struct vkd3d_bytecode_buffer *buffer,
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}
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}
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static int shader_write_descriptor_ranges1(struct root_signature_writer_context *context,
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static void shader_write_descriptor_ranges1(struct vkd3d_bytecode_buffer *buffer,
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const struct vkd3d_shader_root_descriptor_table1 *table)
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{
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const struct vkd3d_shader_descriptor_range1 *ranges = table->descriptor_ranges;
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@ -3010,26 +3010,13 @@ static int shader_write_descriptor_ranges1(struct root_signature_writer_context
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for (i = 0; i < table->descriptor_range_count; ++i)
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{
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if (!write_dword(context, ranges[i].range_type))
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goto fail;
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if (!write_dword(context, ranges[i].descriptor_count))
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goto fail;
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if (!write_dword(context, ranges[i].base_shader_register))
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goto fail;
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if (!write_dword(context, ranges[i].register_space))
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goto fail;
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if (!write_dword(context, ranges[i].flags))
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goto fail;
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if (!write_dword(context, ranges[i].descriptor_table_offset))
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goto fail;
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put_u32(buffer, ranges[i].range_type);
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put_u32(buffer, ranges[i].descriptor_count);
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put_u32(buffer, ranges[i].base_shader_register);
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put_u32(buffer, ranges[i].register_space);
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put_u32(buffer, ranges[i].flags);
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put_u32(buffer, ranges[i].descriptor_table_offset);
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}
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return VKD3D_OK;
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fail:
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vkd3d_shader_error(&context->message_context, NULL, VKD3D_SHADER_ERROR_RS_OUT_OF_MEMORY,
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"Out of memory while writing root signature descriptor ranges.");
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return VKD3D_ERROR_OUT_OF_MEMORY;
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}
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static int shader_write_descriptor_table(struct root_signature_writer_context *context,
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@ -3054,12 +3041,15 @@ fail:
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static int shader_write_descriptor_table1(struct root_signature_writer_context *context,
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const struct vkd3d_shader_root_descriptor_table1 *table)
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{
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struct vkd3d_bytecode_buffer *buffer = &context->buffer;
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if (!write_dword(context, table->descriptor_range_count))
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goto fail;
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if (!write_dword(context, get_chunk_offset(context) + sizeof(DWORD))) /* offset */
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goto fail;
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return shader_write_descriptor_ranges1(context, table);
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shader_write_descriptor_ranges1(buffer, table);
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return VKD3D_OK;
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fail:
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vkd3d_shader_error(&context->message_context, NULL, VKD3D_SHADER_ERROR_RS_OUT_OF_MEMORY,
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