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vkd3d-shader/hlsl: Use a structure for matrix swizzles.
This commit is contained in:
committed by
Henri Verbeet
parent
70e2148fcb
commit
a905a78a96
Notes:
Henri Verbeet
2024-12-12 17:48:24 +01:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1297
@ -1705,7 +1705,7 @@ bool hlsl_fold_constant_swizzles(struct hlsl_ctx *ctx, struct hlsl_ir_node *inst
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src = hlsl_ir_constant(swizzle->val.node);
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for (i = 0; i < swizzle->node.data_type->dimx; ++i)
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value.u[i] = src->value.u[hlsl_swizzle_get_component(swizzle->swizzle, i)];
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value.u[i] = src->value.u[hlsl_swizzle_get_component(swizzle->u.vector, i)];
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if (!(dst = hlsl_new_constant(ctx, instr->data_type, &value, &instr->loc)))
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return false;
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