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vkd3d-shader: Use vkd3d_bytecode_buffer helpers directly in shader_write_descriptor_table().
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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6f8be6c208
commit
d1671829d9
@ -3019,23 +3019,15 @@ static void shader_write_descriptor_ranges1(struct vkd3d_bytecode_buffer *buffer
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}
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}
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}
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}
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static int shader_write_descriptor_table(struct root_signature_writer_context *context,
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static void shader_write_descriptor_table(struct root_signature_writer_context *context,
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const struct vkd3d_shader_root_descriptor_table *table)
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const struct vkd3d_shader_root_descriptor_table *table)
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{
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{
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struct vkd3d_bytecode_buffer *buffer = &context->buffer;
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struct vkd3d_bytecode_buffer *buffer = &context->buffer;
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if (!write_dword(context, table->descriptor_range_count))
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put_u32(buffer, table->descriptor_range_count);
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goto fail;
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put_u32(buffer, get_chunk_offset(context) + sizeof(uint32_t)); /* offset */
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if (!write_dword(context, get_chunk_offset(context) + sizeof(DWORD))) /* offset */
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goto fail;
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shader_write_descriptor_ranges(buffer, table);
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shader_write_descriptor_ranges(buffer, table);
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return VKD3D_OK;
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fail:
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vkd3d_shader_error(&context->message_context, NULL, VKD3D_SHADER_ERROR_RS_OUT_OF_MEMORY,
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"Out of memory while writing root signature root descriptor table.");
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return VKD3D_ERROR_OUT_OF_MEMORY;
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}
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}
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static int shader_write_descriptor_table1(struct root_signature_writer_context *context,
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static int shader_write_descriptor_table1(struct root_signature_writer_context *context,
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@ -3131,13 +3123,15 @@ static int shader_write_root_parameters(struct root_signature_writer_context *co
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for (i = 0; i < parameter_count; ++i)
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for (i = 0; i < parameter_count; ++i)
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{
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{
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ret = VKD3D_OK;
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set_u32(buffer, parameters_position + ((3 * i + 2) * sizeof(uint32_t)), get_chunk_offset(context));
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set_u32(buffer, parameters_position + ((3 * i + 2) * sizeof(uint32_t)), get_chunk_offset(context));
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switch (versioned_root_signature_get_parameter_type(desc, i))
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switch (versioned_root_signature_get_parameter_type(desc, i))
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{
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{
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case VKD3D_SHADER_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE:
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case VKD3D_SHADER_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE:
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if (desc->version == VKD3D_SHADER_ROOT_SIGNATURE_VERSION_1_0)
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if (desc->version == VKD3D_SHADER_ROOT_SIGNATURE_VERSION_1_0)
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ret = shader_write_descriptor_table(context, &desc->u.v_1_0.parameters[i].u.descriptor_table);
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shader_write_descriptor_table(context, &desc->u.v_1_0.parameters[i].u.descriptor_table);
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else
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else
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ret = shader_write_descriptor_table1(context, &desc->u.v_1_1.parameters[i].u.descriptor_table);
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ret = shader_write_descriptor_table1(context, &desc->u.v_1_1.parameters[i].u.descriptor_table);
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break;
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break;
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