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vkd3d-shader/hlsl: Reserve register slots for unused buffers.
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Notes:
Henri Verbeet
2024-07-08 18:04:49 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/792
@ -4777,7 +4777,7 @@ static const struct hlsl_buffer *get_reserved_buffer(struct hlsl_ctx *ctx, uint3
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LIST_FOR_EACH_ENTRY(buffer, &ctx->buffers, const struct hlsl_buffer, entry)
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LIST_FOR_EACH_ENTRY(buffer, &ctx->buffers, const struct hlsl_buffer, entry)
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{
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{
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if (buffer->used_size && buffer->reservation.reg_type == 'b'
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if (buffer->reservation.reg_type == 'b'
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&& buffer->reservation.reg_space == space && buffer->reservation.reg_index == index)
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&& buffer->reservation.reg_space == space && buffer->reservation.reg_index == index)
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return buffer;
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return buffer;
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}
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}
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@ -717,7 +717,7 @@ float4 main(uniform float param) : sv_target
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return glob * param * a * b * c * d * e * f * g * h * i * j * k * l * m;
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return glob * param * a * b * c * d * e * f * g * h * i * j * k * l * m;
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}
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}
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[pixel shader fail todo]
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[pixel shader fail]
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// Unused cbuffers still reserve their slot, and count towards the limit.
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// Unused cbuffers still reserve their slot, and count towards the limit.
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float glob;
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float glob;
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