vkd3d-shader: Only print brackets when necessary.

Signed-off-by: Isabella Bosia <ibosia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Isabella Bosia 2020-09-16 12:45:37 +01:00 committed by Alexandre Julliard
parent 1fb3c77cce
commit 891952e6e6

View File

@ -937,13 +937,23 @@ static void shader_dump_register(struct vkd3d_string_buffer *buffer,
{
if (offset != ~0u)
{
shader_addline(buffer, "[");
bool printbrackets = reg->idx[0].rel_addr
|| reg->type == VKD3DSPR_INCONTROLPOINT
|| reg->type == VKD3DSPR_IMMCONSTBUFFER
|| ((shader_version->type == VKD3D_SHADER_TYPE_GEOMETRY
|| shader_version->type == VKD3D_SHADER_TYPE_HULL)
&& reg->type == VKD3DSPR_INPUT);
if (printbrackets)
shader_addline(buffer, "[");
if (reg->idx[0].rel_addr)
{
shader_dump_src_param(buffer, reg->idx[0].rel_addr, shader_version);
shader_addline(buffer, " + ");
}
shader_addline(buffer, "%u]", offset);
shader_addline(buffer, "%u", offset);
if (printbrackets)
shader_addline(buffer, "]");
if (reg->idx[1].offset != ~0u)
{