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libs/vkd3d-shader: Rename vkd3d_descriptor_type to vkd3d_shader_descriptor_type.
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@@ -1902,26 +1902,26 @@ static struct vkd3d_shader_descriptor_binding vkd3d_dxbc_compiler_get_descriptor
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enum vkd3d_shader_resource_type resource_type)
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{
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const struct vkd3d_shader_interface *shader_interface = &compiler->shader_interface;
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enum vkd3d_shader_descriptor_type descriptor_type;
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struct vkd3d_shader_descriptor_binding vk_binding;
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enum vkd3d_descriptor_type descriptor_type;
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unsigned int reg_idx = reg->idx[0].offset;
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bool is_buffer_resource;
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unsigned int i;
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descriptor_type = VKD3D_DESCRIPTOR_TYPE_UNKNOWN;
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descriptor_type = VKD3D_SHADER_DESCRIPTOR_TYPE_UNKNOWN;
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if (reg->type == VKD3DSPR_CONSTBUFFER)
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descriptor_type = VKD3D_DESCRIPTOR_TYPE_CBV;
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descriptor_type = VKD3D_SHADER_DESCRIPTOR_TYPE_CBV;
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else if (reg->type == VKD3DSPR_RESOURCE)
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descriptor_type = VKD3D_DESCRIPTOR_TYPE_SRV;
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descriptor_type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
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else if (reg->type == VKD3DSPR_UAV)
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descriptor_type = VKD3D_DESCRIPTOR_TYPE_UAV;
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descriptor_type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
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else if (reg->type == VKD3DSPR_SAMPLER)
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descriptor_type = VKD3D_DESCRIPTOR_TYPE_SAMPLER;
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descriptor_type = VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER;
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else
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FIXME("Unhandled register type %#x.\n", reg->type);
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is_buffer_resource = resource_type == VKD3D_SHADER_RESOURCE_BUFFER;
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if (descriptor_type != VKD3D_DESCRIPTOR_TYPE_UNKNOWN)
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if (descriptor_type != VKD3D_SHADER_DESCRIPTOR_TYPE_UNKNOWN)
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{
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for (i = 0; i < shader_interface->binding_count; ++i)
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{
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