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libs/vkd3d-shader: Use vkd3d_dxbc_compiler_get_constant_float_vector() in more places.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2614,17 +2614,12 @@ static void vkd3d_dxbc_compiler_emit_store_reg(struct vkd3d_dxbc_compiler *compi
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static uint32_t vkd3d_dxbc_compiler_emit_sat(struct vkd3d_dxbc_compiler *compiler,
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const struct vkd3d_shader_register *reg, DWORD write_mask, uint32_t val_id)
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{
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static const float zero[] = {0.0f, 0.0f, 0.0f, 0.0f};
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static const float one[] = {1.0f, 1.0f, 1.0f, 1.0f};
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unsigned int component_count = vkd3d_write_mask_component_count(write_mask);
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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uint32_t type_id, zero_id, one_id;
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zero_id = vkd3d_dxbc_compiler_get_constant(compiler,
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VKD3D_TYPE_FLOAT, component_count, (const uint32_t *)zero);
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one_id = vkd3d_dxbc_compiler_get_constant(compiler,
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VKD3D_TYPE_FLOAT, component_count, (const uint32_t *)one);
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zero_id = vkd3d_dxbc_compiler_get_constant_float_vector(compiler, 0.0f, component_count);
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one_id = vkd3d_dxbc_compiler_get_constant_float_vector(compiler, 1.0f, component_count);
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type_id = vkd3d_spirv_get_type_id(builder,
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vkd3d_component_type_from_data_type(reg->data_type), component_count);
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