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.
This commit is contained in:
Francisco Casas 2023-08-07 18:53:57 -04:00 committed by Alexandre Julliard
parent d4a49d788a
commit 96f66aa4f8
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

View File

@ -1686,7 +1686,7 @@ static void write_sm1_uniforms(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffe
else
{
put_u32(buffer, vkd3d_make_u32(D3DXRS_SAMPLER, var->regs[r].id));
put_u32(buffer, var->regs[r].allocation_size);
put_u32(buffer, var->bind_count[r]);
}
put_u32(buffer, 0); /* type */
put_u32(buffer, 0); /* FIXME: default value */
@ -2033,7 +2033,7 @@ static void write_sm1_sampler_dcls(struct hlsl_ctx *ctx, struct vkd3d_bytecode_b
if (!var->regs[HLSL_REGSET_SAMPLERS].allocated)
continue;
count = var->regs[HLSL_REGSET_SAMPLERS].allocation_size;
count = var->bind_count[HLSL_REGSET_SAMPLERS];
for (i = 0; i < count; ++i)
{