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vkd3d-shader: Don't shift output array component write mask.
Fixes an assertion when compiling shaders with more than four clip or cull distances. Output arrays are arrays of scalars, so shifting the write mask is not very meaningful. Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4536,7 +4536,7 @@ static void vkd3d_dxbc_compiler_emit_store_shader_output(struct vkd3d_dxbc_compi
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ptr_type_id, output_id, vkd3d_dxbc_compiler_get_constant_uint(compiler, index));
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object_id = vkd3d_dxbc_compiler_emit_swizzle(compiler, val_id,
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write_mask, output_info->component_type, VKD3D_NO_SWIZZLE, VKD3DSP_WRITEMASK_0 << i);
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vkd3d_dxbc_compiler_emit_store(compiler, chain_id, VKD3DSP_WRITEMASK_0 << index,
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vkd3d_dxbc_compiler_emit_store(compiler, chain_id, VKD3DSP_WRITEMASK_0,
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output_info->component_type, SpvStorageClassOutput, VKD3DSP_WRITEMASK_0 << i, object_id);
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++index;
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}
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