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vkd3d-shader: Separate the allocated and used mask in struct vkd3d_shader_signature_element.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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Alexandre Julliard
parent
1165ad3f00
commit
82c42588e7
@@ -1074,8 +1074,15 @@ struct vkd3d_shader_signature_element
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enum vkd3d_shader_component_type component_type;
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/** Register index. */
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unsigned int register_index;
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/** Register mask. */
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/** Mask of the register components allocated to this varying. */
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unsigned int mask;
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/**
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* Subset of \ref mask which the shader reads from or writes to. Unlike
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* Direct3D shader bytecode, the mask for output and tessellation signatures
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* is not inverted, i.e. bits set in this field denote components which are
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* written to.
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*/
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unsigned int used_mask;
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/** Minimum interpolation precision. */
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enum vkd3d_shader_minimum_precision min_precision;
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};
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