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vkd3d-shader/hlsl: Avoid shadowing "block" in resolve_loop_continue().
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Alexandre Julliard
2023-12-07 22:48:02 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/506
@ -487,27 +487,27 @@ static void resolve_loop_continue(struct hlsl_ctx *ctx, struct hlsl_block *block
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else if (instr->type == HLSL_IR_JUMP)
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{
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struct hlsl_ir_jump *jump = hlsl_ir_jump(instr);
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struct hlsl_block block;
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struct hlsl_block cond_block;
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if (jump->type != HLSL_IR_JUMP_UNRESOLVED_CONTINUE)
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continue;
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if (type == LOOP_DO_WHILE)
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{
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if (!hlsl_clone_block(ctx, &block, cond))
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if (!hlsl_clone_block(ctx, &cond_block, cond))
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return;
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if (!append_conditional_break(ctx, &block))
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if (!append_conditional_break(ctx, &cond_block))
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{
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hlsl_block_cleanup(&block);
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hlsl_block_cleanup(&cond_block);
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return;
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}
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list_move_before(&instr->entry, &block.instrs);
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list_move_before(&instr->entry, &cond_block.instrs);
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}
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else if (type == LOOP_FOR)
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{
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if (!hlsl_clone_block(ctx, &block, iter))
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if (!hlsl_clone_block(ctx, &cond_block, iter))
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return;
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list_move_before(&instr->entry, &block.instrs);
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list_move_before(&instr->entry, &cond_block.instrs);
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}
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jump->type = HLSL_IR_JUMP_CONTINUE;
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}
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