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vkd3d-shader/hlsl: Fix numeric register offset for matrix components.
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Notes:
Henri Verbeet
2024-06-11 16:55:09 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/787
@ -558,12 +558,14 @@ unsigned int hlsl_type_get_component_offset(struct hlsl_ctx *ctx, struct hlsl_ty
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switch (type->class)
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{
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case HLSL_CLASS_SCALAR:
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case HLSL_CLASS_VECTOR:
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case HLSL_CLASS_MATRIX:
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offset[HLSL_REGSET_NUMERIC] += idx;
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break;
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case HLSL_CLASS_MATRIX:
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offset[HLSL_REGSET_NUMERIC] += 4 * idx;
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break;
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case HLSL_CLASS_STRUCT:
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for (r = 0; r <= HLSL_REGSET_LAST; ++r)
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offset[r] += type->e.record.fields[idx].reg_offset[r];
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@ -594,6 +596,7 @@ unsigned int hlsl_type_get_component_offset(struct hlsl_ctx *ctx, struct hlsl_ty
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_SCALAR:
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vkd3d_unreachable();
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}
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type = next_type;
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