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vkd3d-shader: Set correct dcl masks in vkd3d_dxbc_compiler_emit_hull_shader_inputs().
Avoiding some duplicate input declarations. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -9023,10 +9023,15 @@ static void vkd3d_dxbc_compiler_emit_hull_shader_inputs(struct vkd3d_dxbc_compil
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symbol.key.reg.idx = register_idx;
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if ((entry = rb_get(&compiler->symbol_table, &symbol)))
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{
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struct vkd3d_symbol *s = RB_ENTRY_VALUE(entry, struct vkd3d_symbol, entry);
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s->info.reg.dcl_mask |= signature->elements[i].mask;
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continue;
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}
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vkd3d_symbol_set_register_info(&symbol, vicp_id, SpvStorageClassPrivate,
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VKD3D_SHADER_COMPONENT_FLOAT, VKD3DSP_WRITEMASK_ALL);
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symbol.info.reg.dcl_mask = signature->elements[i].mask;
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symbol.info.reg.is_aggregate = true;
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vkd3d_dxbc_compiler_put_symbol(compiler, &symbol);
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}
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