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vkd3d-shader: Avoid generating unique array types for immediate constant buffers.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4283,7 +4283,7 @@ static void vkd3d_dxbc_compiler_emit_dcl_immediate_constant_buffer(struct vkd3d_
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VKD3D_TYPE_FLOAT, VKD3D_VEC4_SIZE, &icb->data[4 * i]);
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type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_FLOAT, VKD3D_VEC4_SIZE);
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length_id = vkd3d_dxbc_compiler_get_constant_uint(compiler, icb->vec4_count);
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type_id = vkd3d_spirv_build_op_type_array(builder, type_id, length_id);
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type_id = vkd3d_spirv_get_op_type_array(builder, type_id, length_id);
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const_id = vkd3d_spirv_build_op_constant_composite(builder, type_id, elements, icb->vec4_count);
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ptr_type_id = vkd3d_spirv_get_op_type_pointer(builder, SpvStorageClassPrivate, type_id);
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icb_id = vkd3d_spirv_build_op_variable(builder, &builder->global_stream,
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