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vkd3d-shader: Use correct base index for relative addressing of aggregates.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2571,13 +2571,13 @@ static void vkd3d_dxbc_compiler_emit_dereference_register(struct vkd3d_dxbc_comp
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}
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else if (register_info->is_aggregate)
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{
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struct vkd3d_shader_register_index reg_idx = reg->idx[0];
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if (reg->idx[1].rel_addr)
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FIXME("Relative addressing not implemented.\n");
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if (reg->idx[0].rel_addr)
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indexes[index_count++] = vkd3d_dxbc_compiler_emit_register_addressing(compiler, ®->idx[0]);
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else
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indexes[index_count++] = vkd3d_dxbc_compiler_get_constant_uint(compiler, register_info->member_idx);
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reg_idx.offset = register_info->member_idx;
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indexes[index_count++] = vkd3d_dxbc_compiler_emit_register_addressing(compiler, ®_idx);
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}
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else
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{
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