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vkd3d-shader/hlsl: Add field-level documentation to struct hlsl_buffer.
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Alexandre Julliard
2023-01-19 22:45:24 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/61
@ -612,15 +612,25 @@ enum hlsl_buffer_type
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HLSL_BUFFER_TEXTURE,
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};
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/* In SM4, uniform variables are organized in different buffers. Besides buffers defined in the
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* source code, there is also the implicit $Globals buffer and the implicit $Params buffer,
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* to which uniform globals and parameters belong by default. */
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struct hlsl_buffer
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{
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struct vkd3d_shader_location loc;
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enum hlsl_buffer_type type;
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const char *name;
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/* Register reserved for this buffer, if any.
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* If provided, it should be of type 'b' if type is HLSL_BUFFER_CONSTANT and 't' if type is
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* HLSL_BUFFER_TEXTURE. */
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struct hlsl_reg_reservation reservation;
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/* Item entry for hlsl_ctx.buffers */
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struct list entry;
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/* The size of the buffer (in register components), and the size of the buffer as determined
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* by its last variable that's actually used. */
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unsigned size, used_size;
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/* Register of type 'b' on which the buffer is allocated. */
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struct hlsl_reg reg;
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};
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