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vkd3d-shader: Handle double-precision floating-point data in vkd3d_shader_scan_typed_resource_declaration().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1208,6 +1208,14 @@ enum vkd3d_shader_resource_data_type
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VKD3D_SHADER_RESOURCE_DATA_FLOAT = 0x5,
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VKD3D_SHADER_RESOURCE_DATA_FLOAT = 0x5,
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/** Undefined/type-less. \since 1.3 */
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/** Undefined/type-less. \since 1.3 */
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VKD3D_SHADER_RESOURCE_DATA_MIXED = 0x6,
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VKD3D_SHADER_RESOURCE_DATA_MIXED = 0x6,
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/** IEEE double-precision floating-point. \since 1.3 */
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VKD3D_SHADER_RESOURCE_DATA_DOUBLE = 0x7,
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/** Continuation of the previous component. For example, 64-bit
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* double-precision floating-point data may be returned as two 32-bit
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* components, with the first component (containing the LSB) specified as
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* VKD3D_SHADER_RESOURCE_DATA_DOUBLE, and the second component specified
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* as VKD3D_SHADER_RESOURCE_DATA_CONTINUED. \since 1.3 */
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VKD3D_SHADER_RESOURCE_DATA_CONTINUED = 0x8,
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_RESOURCE_DATA_TYPE),
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_RESOURCE_DATA_TYPE),
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};
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};
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@ -757,6 +757,12 @@ static void vkd3d_shader_scan_typed_resource_declaration(struct vkd3d_shader_sca
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case VKD3D_DATA_MIXED:
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case VKD3D_DATA_MIXED:
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resource_data_type = VKD3D_SHADER_RESOURCE_DATA_MIXED;
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resource_data_type = VKD3D_SHADER_RESOURCE_DATA_MIXED;
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break;
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break;
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case VKD3D_DATA_DOUBLE:
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resource_data_type = VKD3D_SHADER_RESOURCE_DATA_DOUBLE;
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break;
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case VKD3D_DATA_CONTINUED:
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resource_data_type = VKD3D_SHADER_RESOURCE_DATA_CONTINUED;
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break;
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default:
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default:
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ERR("Invalid resource data type %#x.\n", semantic->resource_data_type[0]);
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ERR("Invalid resource data type %#x.\n", semantic->resource_data_type[0]);
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resource_data_type = VKD3D_SHADER_RESOURCE_DATA_FLOAT;
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resource_data_type = VKD3D_SHADER_RESOURCE_DATA_FLOAT;
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