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vkd3d-shader/hlsl: Define a symbolic constant to represent the D3D_SIF_TEXTURE_COMPONENTS shift.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -561,7 +561,7 @@ static void write_sm4_rdef(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc)
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put_u32(&buffer, sm4_resource_format(var->data_type));
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put_u32(&buffer, sm4_rdef_resource_dimension(var->data_type));
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put_u32(&buffer, ~0u); /* FIXME: multisample count */
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flags |= (var->data_type->e.resource_format->dimx - 1) << 2;
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flags |= (var->data_type->e.resource_format->dimx - 1) << VKD3D_SM4_SIF_TEXTURE_COMPONENTS_SHIFT;
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}
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put_u32(&buffer, var->reg.id);
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put_u32(&buffer, 1); /* bind count */
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@ -146,6 +146,9 @@
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#define VKD3D_SM4_TYPE_COMPONENT(com, i) (((com) >> (4 * (i))) & 0xfu)
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/* The shift that corresponds to the D3D_SIF_TEXTURE_COMPONENTS mask. */
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#define VKD3D_SM4_SIF_TEXTURE_COMPONENTS_SHIFT 2
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enum vkd3d_sm4_opcode
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{
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VKD3D_SM4_OP_ADD = 0x00,
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