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vkd3d: Fix a few typos in the comments.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
committed by
Henri Verbeet
parent
4467c655f0
commit
d1b8a7e745
Notes:
Henri Verbeet
2024-08-19 14:30:10 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1002
@@ -4226,7 +4226,7 @@ static enum vkd3d_result vsir_cfg_generate_synthetic_loop_intervals(struct vsir_
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ACTION_EXTEND,
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} action = ACTION_CREATE_NEW;
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/* We've already contructed loop intervals for the back
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/* We've already constructed loop intervals for the back
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* edges, there's nothing more to do. */
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if (vsir_block_dominates(successor, block))
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continue;
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@@ -4484,7 +4484,7 @@ static enum vkd3d_result vsir_cfg_build_structured_program(struct vsir_cfg *cfg)
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VKD3D_ASSERT(inner_loop->type == STRUCTURE_TYPE_LOOP);
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/* Otherwise, if one of the branches is
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* continueing the inner loop we're inside,
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* continue-ing the inner loop we're inside,
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* make sure it's the false branch (because it
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* will be optimized out later). */
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if (action_true.jump_type == JUMP_CONTINUE && action_true.target == inner_loop->u.loop.idx)
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@@ -5126,14 +5126,14 @@ static enum vkd3d_result vsir_cfg_structure_list_emit_jump(struct vsir_cfg *cfg,
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struct vsir_cfg_emit_target *target = cfg->target;
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const struct vkd3d_shader_location no_loc = {0};
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/* Encode the jump target as the loop index plus a bit to remember whether
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* we're breaking or continueing. */
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* we're breaking or continue-ing. */
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unsigned int jump_target = jump->target << 1;
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enum vkd3d_shader_opcode opcode;
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switch (jump->type)
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{
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case JUMP_CONTINUE:
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/* If we're continueing the loop we're directly inside, then we can emit a
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/* If we're continue-ing the loop we're directly inside, then we can emit a
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* `continue'. Otherwise we first have to break all the loops between here
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* and the loop to continue, recording our intention to continue
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* in the lowest bit of jump_target. */
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