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vkd3d-shader/hlsl: Clarify a comment.
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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
@ -1655,8 +1655,12 @@ static bool copy_propagation_transform_load(struct hlsl_ctx *ctx,
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case HLSL_CLASS_MATRIX:
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case HLSL_CLASS_MATRIX:
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case HLSL_CLASS_ARRAY:
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case HLSL_CLASS_ARRAY:
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case HLSL_CLASS_STRUCT:
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case HLSL_CLASS_STRUCT:
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/* FIXME: Actually we shouldn't even get here, but we don't split
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/* We can't handle complex types here.
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* matrices yet. */
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* They should have been already split anyway by earlier passes,
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* but they may not have been deleted yet. We can't rely on DCE to
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* solve that problem for us, since we may be called on a partial
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* block, but DCE deletes dead stores, so it needs to be able to
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* see the whole program. */
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return false;
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return false;
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case HLSL_CLASS_CONSTANT_BUFFER:
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case HLSL_CLASS_CONSTANT_BUFFER:
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