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vkd3d-shader/d3dbc: Use the bind count instead of the allocation size in d3dbc.c.
This should have no effect, since in SM1 the allocation size is the same as the bind count because there are no texture registers. It is just done for consistency.
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Notes:
Alexandre Julliard
2023-08-15 22:06:06 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/299
@ -1686,7 +1686,7 @@ static void write_sm1_uniforms(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffe
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else
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{
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put_u32(buffer, vkd3d_make_u32(D3DXRS_SAMPLER, var->regs[r].id));
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put_u32(buffer, var->regs[r].allocation_size);
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put_u32(buffer, var->bind_count[r]);
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}
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put_u32(buffer, 0); /* type */
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put_u32(buffer, 0); /* FIXME: default value */
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@ -2033,7 +2033,7 @@ static void write_sm1_sampler_dcls(struct hlsl_ctx *ctx, struct vkd3d_bytecode_b
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if (!var->regs[HLSL_REGSET_SAMPLERS].allocated)
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continue;
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count = var->regs[HLSL_REGSET_SAMPLERS].allocation_size;
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count = var->bind_count[HLSL_REGSET_SAMPLERS];
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for (i = 0; i < count; ++i)
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{
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