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vkd3d-shader: Introduce an internal shader signature structure.
A register count is required for Shader Model 6 signatures, including those normalised from earlier models.
This commit is contained in:
committed by
Alexandre Julliard
parent
5ae068168c
commit
a0a18b1620
Notes:
Alexandre Julliard
2023-05-03 22:38:32 +02:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/197
@@ -2060,7 +2060,7 @@ static const struct vkd3d_shader_parser_ops shader_sm4_parser_ops =
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};
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static bool shader_sm4_init(struct vkd3d_shader_sm4_parser *sm4, const uint32_t *byte_code,
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size_t byte_code_size, const char *source_name, const struct vkd3d_shader_signature *output_signature,
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size_t byte_code_size, const char *source_name, const struct shader_signature *output_signature,
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struct vkd3d_shader_message_context *message_context)
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{
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struct vkd3d_shader_version version;
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@@ -2128,7 +2128,7 @@ static bool shader_sm4_init(struct vkd3d_shader_sm4_parser *sm4, const uint32_t
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memset(sm4->output_map, 0xff, sizeof(sm4->output_map));
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for (i = 0; i < output_signature->element_count; ++i)
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{
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struct vkd3d_shader_signature_element *e = &output_signature->elements[i];
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struct signature_element *e = &output_signature->elements[i];
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if (version.type == VKD3D_SHADER_TYPE_PIXEL
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&& ascii_strcasecmp(e->semantic_name, "SV_Target"))
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