vkd3d-shader/hlsl: Clarify a comment.

This commit is contained in:
Elizabeth Figura 2024-09-20 13:57:53 -05:00 committed by Henri Verbeet
parent 010aa53bfa
commit 7daaaf6386
Notes: Henri Verbeet 2024-09-23 15:55:59 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1071

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@ -1655,8 +1655,12 @@ static bool copy_propagation_transform_load(struct hlsl_ctx *ctx,
case HLSL_CLASS_MATRIX: case HLSL_CLASS_MATRIX:
case HLSL_CLASS_ARRAY: case HLSL_CLASS_ARRAY:
case HLSL_CLASS_STRUCT: case HLSL_CLASS_STRUCT:
/* FIXME: Actually we shouldn't even get here, but we don't split /* We can't handle complex types here.
* matrices yet. */ * They should have been already split anyway by earlier passes,
* but they may not have been deleted yet. We can't rely on DCE to
* solve that problem for us, since we may be called on a partial
* block, but DCE deletes dead stores, so it needs to be able to
* see the whole program. */
return false; return false;
case HLSL_CLASS_CONSTANT_BUFFER: case HLSL_CLASS_CONSTANT_BUFFER: