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vkd3d-shader: Do not print FIXMEs for VKD3DSUF_ORDER_PRESERVING_COUNTER when generating SPIR-V.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5644,9 +5644,12 @@ static void vkd3d_dxbc_compiler_emit_dcl_resource(struct vkd3d_dxbc_compiler *co
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const struct vkd3d_shader_instruction *instruction)
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{
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const struct vkd3d_shader_semantic *semantic = &instruction->declaration.semantic;
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uint32_t flags = instruction->flags;
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if (instruction->flags)
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FIXME("Unhandled UAV flags %#x.\n", instruction->flags);
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/* We don't distinguish between APPEND and COUNTER UAVs. */
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flags &= ~VKD3DSUF_ORDER_PRESERVING_COUNTER;
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if (flags)
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FIXME("Unhandled UAV flags %#x.\n", flags);
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vkd3d_dxbc_compiler_emit_resource_declaration(compiler, &semantic->resource,
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semantic->resource_type, semantic->resource_data_type[0], 0, false);
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@ -5656,9 +5659,12 @@ static void vkd3d_dxbc_compiler_emit_dcl_resource_raw(struct vkd3d_dxbc_compiler
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const struct vkd3d_shader_instruction *instruction)
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{
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const struct vkd3d_shader_raw_resource *resource = &instruction->declaration.raw_resource;
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uint32_t flags = instruction->flags;
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if (instruction->flags)
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FIXME("Unhandled UAV flags %#x.\n", instruction->flags);
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/* We don't distinguish between APPEND and COUNTER UAVs. */
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flags &= ~VKD3DSUF_ORDER_PRESERVING_COUNTER;
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if (flags)
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FIXME("Unhandled UAV flags %#x.\n", flags);
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vkd3d_dxbc_compiler_emit_resource_declaration(compiler, &resource->resource,
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VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_DATA_UINT, 0, true);
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@ -5669,9 +5675,12 @@ static void vkd3d_dxbc_compiler_emit_dcl_resource_structured(struct vkd3d_dxbc_c
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{
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const struct vkd3d_shader_structured_resource *resource = &instruction->declaration.structured_resource;
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unsigned int stride = resource->byte_stride;
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uint32_t flags = instruction->flags;
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if (instruction->flags)
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FIXME("Unhandled UAV flags %#x.\n", instruction->flags);
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/* We don't distinguish between APPEND and COUNTER UAVs. */
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flags &= ~VKD3DSUF_ORDER_PRESERVING_COUNTER;
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if (flags)
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FIXME("Unhandled UAV flags %#x.\n", flags);
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vkd3d_dxbc_compiler_emit_resource_declaration(compiler, &resource->resource,
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VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_DATA_UINT, stride / 4, false);
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