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vkd3d-shader/hlsl: Make allocation functions static again.
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committed by
Henri Verbeet
parent
23be6ed0dd
commit
9d82915629
Notes:
Henri Verbeet
2024-10-24 21:02:04 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1210
@@ -1451,9 +1451,6 @@ struct hlsl_state_block_entry *clone_stateblock_entry(struct hlsl_ctx *ctx,
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void hlsl_lower_index_loads(struct hlsl_ctx *ctx, struct hlsl_block *body);
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void hlsl_run_const_passes(struct hlsl_ctx *ctx, struct hlsl_block *body);
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uint32_t allocate_temp_registers(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func);
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void mark_indexable_vars(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func);
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void compute_liveness(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func);
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int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func,
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enum vkd3d_shader_target_type target_type, struct vkd3d_shader_code *out);
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int hlsl_emit_effect_binary(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out);
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