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vkd3d-shader/fx: Correct one of the object counters in the fx_2_0 header.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Notes:
Henri Verbeet
2024-07-24 16:15:38 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/951
@ -145,7 +145,6 @@ struct fx_write_context
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unsigned int max_technique_version;
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uint32_t technique_count;
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uint32_t pass_count;
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uint32_t group_count;
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uint32_t buffer_count;
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uint32_t shared_buffer_count;
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@ -194,7 +193,6 @@ static void write_pass(struct hlsl_ir_var *var, struct fx_write_context *fx)
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hlsl_fixme(fx->ctx, &var->loc, "Write pass assignments.");
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fx->ops->write_pass(var, fx);
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++fx->pass_count;
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}
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static uint32_t write_annotations(struct hlsl_scope *scope, struct fx_write_context *fx)
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@ -399,6 +397,9 @@ static void write_fx_2_pass(struct hlsl_ir_var *var, struct fx_write_context *fx
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/* TODO: annotations */
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/* TODO: assignments */
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/* For some reason every pass adds to the total shader object count. */
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fx->shader_count++;
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}
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static uint32_t get_fx_4_type_size(const struct hlsl_type *type)
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@ -854,6 +855,10 @@ static uint32_t write_fx_2_parameter(const struct hlsl_type *type, const char *n
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case HLSL_CLASS_STRUCT:
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put_u32(buffer, type->e.record.field_count);
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break;
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_PIXEL_SHADER:
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fx->shader_count += elements_count;
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break;
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default:
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;
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}
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@ -1065,7 +1070,7 @@ static const struct fx_write_context_ops fx_2_ops =
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static int hlsl_fx_2_write(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out)
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{
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uint32_t offset, size, technique_count, pass_count, parameter_count, object_count;
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uint32_t offset, size, technique_count, shader_count, parameter_count, object_count;
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struct vkd3d_bytecode_buffer buffer = { 0 };
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struct vkd3d_bytecode_buffer *structured;
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struct fx_write_context fx;
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@ -1082,7 +1087,7 @@ static int hlsl_fx_2_write(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out)
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parameter_count = put_u32(structured, 0); /* Parameter count */
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technique_count = put_u32(structured, 0);
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pass_count = put_u32(structured, 0);
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shader_count = put_u32(structured, 0);
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object_count = put_u32(structured, 0);
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write_fx_2_parameters(&fx);
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@ -1091,7 +1096,7 @@ static int hlsl_fx_2_write(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out)
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write_techniques(ctx->globals, &fx);
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set_u32(structured, technique_count, fx.technique_count);
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set_u32(structured, pass_count, fx.pass_count);
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set_u32(structured, shader_count, fx.shader_count);
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put_u32(structured, 0); /* String count */
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put_u32(structured, 0); /* Resource count */
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