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libs/vkd3d: Process shader stages according to pipeline order.
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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@ -1829,10 +1829,10 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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shader_stages[] =
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{
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{VK_SHADER_STAGE_VERTEX_BIT, offsetof(D3D12_GRAPHICS_PIPELINE_STATE_DESC, VS)},
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{VK_SHADER_STAGE_FRAGMENT_BIT, offsetof(D3D12_GRAPHICS_PIPELINE_STATE_DESC, PS)},
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{VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, offsetof(D3D12_GRAPHICS_PIPELINE_STATE_DESC, DS)},
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{VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT, offsetof(D3D12_GRAPHICS_PIPELINE_STATE_DESC, HS)},
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{VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, offsetof(D3D12_GRAPHICS_PIPELINE_STATE_DESC, DS)},
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{VK_SHADER_STAGE_GEOMETRY_BIT, offsetof(D3D12_GRAPHICS_PIPELINE_STATE_DESC, GS)},
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{VK_SHADER_STAGE_FRAGMENT_BIT, offsetof(D3D12_GRAPHICS_PIPELINE_STATE_DESC, PS)},
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};
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state->ID3D12PipelineState_iface.lpVtbl = &d3d12_pipeline_state_vtbl;
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