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vkd3d-shader/hlsl: Use an unsigned variable for iteration.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Francisco Casas <fcasas@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -194,11 +194,12 @@ static bool fold_mul(struct hlsl_ctx *ctx, struct hlsl_ir_constant *dst,
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struct hlsl_ir_constant *src1, struct hlsl_ir_constant *src2)
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struct hlsl_ir_constant *src1, struct hlsl_ir_constant *src2)
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{
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{
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enum hlsl_base_type type = dst->node.data_type->base_type;
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enum hlsl_base_type type = dst->node.data_type->base_type;
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unsigned int k;
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assert(type == src1->node.data_type->base_type);
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assert(type == src1->node.data_type->base_type);
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assert(type == src2->node.data_type->base_type);
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assert(type == src2->node.data_type->base_type);
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for (int k = 0; k < 4; ++k)
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for (k = 0; k < 4; ++k)
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{
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{
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switch (type)
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switch (type)
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{
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{
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