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libs/vkd3d-shader: Fix swizzling for non floating-point result values.
Avoids incorrect bitcasts.
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7212a74a05
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@ -1478,14 +1478,14 @@ static void vkd3d_dxbc_compiler_emit_store_reg(struct vkd3d_dxbc_compiler *compi
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if (component_count == 1)
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return vkd3d_dxbc_compiler_emit_store_scalar(compiler, reg, write_mask, val_id);
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reg_id = vkd3d_dxbc_compiler_get_register_id(compiler, reg);
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if (component_count != VKD3D_VEC4_SIZE)
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{
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uint32_t type_id, reg_val_id;
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type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_FLOAT, VKD3D_VEC4_SIZE);
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reg_val_id = vkd3d_dxbc_compiler_emit_load_reg(compiler,
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reg, VKD3DSP_NOSWIZZLE, VKD3DSP_WRITEMASK_ALL);
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reg_val_id = vkd3d_spirv_build_op_load(builder, type_id, reg_id, SpvMemoryAccessMaskNone);
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for (i = 0, component_idx = 0; i < ARRAY_SIZE(components); ++i)
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{
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@ -1499,7 +1499,6 @@ static void vkd3d_dxbc_compiler_emit_store_reg(struct vkd3d_dxbc_compiler *compi
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type_id, reg_val_id, val_id, components, ARRAY_SIZE(components));
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}
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reg_id = vkd3d_dxbc_compiler_get_register_id(compiler, reg);
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vkd3d_spirv_build_op_store(builder, reg_id, val_id, SpvMemoryAccessMaskNone);
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}
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