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>
This commit is contained in:
Zebediah Figura
2020-09-18 11:38:09 -05:00
committed by Alexandre Julliard
parent 1165ad3f00
commit 82c42588e7
3 changed files with 34 additions and 15 deletions

View File

@@ -1074,8 +1074,15 @@ struct vkd3d_shader_signature_element
enum vkd3d_shader_component_type component_type;
/** Register index. */
unsigned int register_index;
/** Register mask. */
/** Mask of the register components allocated to this varying. */
unsigned int mask;
/**
* Subset of \ref mask which the shader reads from or writes to. Unlike
* Direct3D shader bytecode, the mask for output and tessellation signatures
* is not inverted, i.e. bits set in this field denote components which are
* written to.
*/
unsigned int used_mask;
/** Minimum interpolation precision. */
enum vkd3d_shader_minimum_precision min_precision;
};