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vkd3d-shader/d3dbc: Avoid shadowing "instr" in write_sm1_jump().
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Notes:
Alexandre Julliard
2023-12-07 22:48:02 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/506
@ -2253,7 +2253,7 @@ static void write_sm1_jump(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *b
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{
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{
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struct hlsl_reg *reg = &jump->condition.node->reg;
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struct hlsl_reg *reg = &jump->condition.node->reg;
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struct sm1_instruction instr =
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struct sm1_instruction sm1_instr =
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{
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{
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.opcode = D3DSIO_TEXKILL,
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.opcode = D3DSIO_TEXKILL,
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@ -2263,7 +2263,7 @@ static void write_sm1_jump(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *b
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.has_dst = 1,
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.has_dst = 1,
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};
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};
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write_sm1_instruction(ctx, buffer, &instr);
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write_sm1_instruction(ctx, buffer, &sm1_instr);
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break;
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break;
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}
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}
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