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vkd3d-shader/hlsl: Always load from a synthetic copy in add_load_component().
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Notes:
Alexandre Julliard
2023-04-13 23:20:40 +02:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Francisco Casas (@fcasas) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/124
@ -624,27 +624,19 @@ static struct hlsl_ir_load *add_load_component(struct hlsl_ctx *ctx, struct list
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unsigned int comp, const struct vkd3d_shader_location *loc)
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unsigned int comp, const struct vkd3d_shader_location *loc)
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{
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{
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const struct hlsl_deref *src;
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const struct hlsl_deref *src;
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struct hlsl_ir_store *store;
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struct hlsl_ir_load *load;
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struct hlsl_ir_load *load;
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struct hlsl_block block;
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struct hlsl_block block;
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struct hlsl_ir_var *var;
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if (var_instr->type == HLSL_IR_LOAD)
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if (!(var = hlsl_new_synthetic_var(ctx, "deref", var_instr->data_type, &var_instr->loc)))
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{
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return NULL;
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src = &hlsl_ir_load(var_instr)->src;
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}
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else
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{
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struct hlsl_ir_store *store;
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struct hlsl_ir_var *var;
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if (!(var = hlsl_new_synthetic_var(ctx, "deref", var_instr->data_type, &var_instr->loc)))
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if (!(store = hlsl_new_simple_store(ctx, var, var_instr)))
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return NULL;
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return NULL;
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list_add_tail(instrs, &store->node.entry);
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if (!(store = hlsl_new_simple_store(ctx, var, var_instr)))
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src = &store->lhs;
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return NULL;
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list_add_tail(instrs, &store->node.entry);
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src = &store->lhs;
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}
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if (!(load = hlsl_new_load_component(ctx, &block, src, comp, loc)))
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if (!(load = hlsl_new_load_component(ctx, &block, src, comp, loc)))
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return NULL;
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return NULL;
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@ -276,7 +276,7 @@ float4 main() : sv_target
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[test]
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[test]
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draw quad
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draw quad
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todo probe all rgba (2.0, 3.0, 6.0, 7.0)
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probe all rgba (2.0, 3.0, 6.0, 7.0)
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[pixel shader]
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[pixel shader]
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@ -294,4 +294,4 @@ float4 main() : sv_target
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[test]
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[test]
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draw quad
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draw quad
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todo probe all rgba (2.0, 3.0, 6.0, 7.0)
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probe all rgba (2.0, 3.0, 6.0, 7.0)
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@ -12,7 +12,7 @@ float4 main() : sv_target
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[test]
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[test]
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draw quad
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draw quad
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todo probe all rgba (0.3, 0.3, 0.4, 0.6)
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probe all rgba (0.3, 0.3, 0.4, 0.6)
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[pixel shader]
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[pixel shader]
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