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tests/shader_runner_metal: Unify the UAV and TEXTURE cases when computing descriptor bindings.
This commit is contained in:
committed by
Henri Verbeet
parent
59b87c769a
commit
82619e81c3
Notes:
Henri Verbeet
2025-10-30 20:00:07 +01:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1757
@@ -434,24 +434,12 @@ static bool compile_shader(struct metal_runner *runner, enum shader_type type, s
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switch (resource->r.desc.type)
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{
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case RESOURCE_TYPE_TEXTURE:
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binding = &bindings[interface_info.binding_count];
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binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
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binding->register_space = 0;
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binding->register_index = resource->r.desc.slot;
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binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
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if (resource->r.desc.dimension == RESOURCE_DIMENSION_BUFFER)
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binding->flags = VKD3D_SHADER_BINDING_FLAG_BUFFER;
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else
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binding->flags = VKD3D_SHADER_BINDING_FLAG_IMAGE;
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binding->binding.set = 0;
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binding->binding.binding = interface_info.binding_count;
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binding->binding.count = 1;
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++interface_info.binding_count;
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break;
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case RESOURCE_TYPE_UAV:
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binding = &bindings[interface_info.binding_count];
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binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
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if (resource->r.desc.type == RESOURCE_TYPE_UAV)
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binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
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else
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binding->type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
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binding->register_space = 0;
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binding->register_index = resource->r.desc.slot;
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binding->shader_visibility = VKD3D_SHADER_VISIBILITY_ALL;
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