vkd3d-shader: Use vkd3d_bytecode_buffer helpers directly in shader_write_static_samplers().

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2021-07-28 18:59:12 -05:00 committed by Alexandre Julliard
parent bd88613c3e
commit dda2c4839d

View File

@ -2956,12 +2956,6 @@ static bool write_dword(struct root_signature_writer_context *context, DWORD d)
return write_dwords(context, 1, d); return write_dwords(context, 1, d);
} }
static bool write_float(struct root_signature_writer_context *context, float f)
{
put_f32(&context->buffer, f);
return !context->buffer.status;
}
static size_t get_chunk_offset(struct root_signature_writer_context *context) static size_t get_chunk_offset(struct root_signature_writer_context *context)
{ {
return bytecode_get_size(&context->buffer) - context->chunk_position; return bytecode_get_size(&context->buffer) - context->chunk_position;
@ -3115,7 +3109,7 @@ static int shader_write_root_parameters(struct root_signature_writer_context *co
return VKD3D_OK; return VKD3D_OK;
} }
static int shader_write_static_samplers(struct root_signature_writer_context *context, static void shader_write_static_samplers(struct vkd3d_bytecode_buffer *buffer,
const struct vkd3d_shader_versioned_root_signature_desc *desc) const struct vkd3d_shader_versioned_root_signature_desc *desc)
{ {
const struct vkd3d_shader_static_sampler_desc *samplers = versioned_root_signature_get_static_samplers(desc); const struct vkd3d_shader_static_sampler_desc *samplers = versioned_root_signature_get_static_samplers(desc);
@ -3123,40 +3117,20 @@ static int shader_write_static_samplers(struct root_signature_writer_context *co
for (i = 0; i < versioned_root_signature_get_static_sampler_count(desc); ++i) for (i = 0; i < versioned_root_signature_get_static_sampler_count(desc); ++i)
{ {
if (!write_dword(context, samplers[i].filter)) put_u32(buffer, samplers[i].filter);
goto fail; put_u32(buffer, samplers[i].address_u);
if (!write_dword(context, samplers[i].address_u)) put_u32(buffer, samplers[i].address_v);
goto fail; put_u32(buffer, samplers[i].address_w);
if (!write_dword(context, samplers[i].address_v)) put_f32(buffer, samplers[i].mip_lod_bias);
goto fail; put_u32(buffer, samplers[i].max_anisotropy);
if (!write_dword(context, samplers[i].address_w)) put_u32(buffer, samplers[i].comparison_func);
goto fail; put_u32(buffer, samplers[i].border_colour);
if (!write_float(context, samplers[i].mip_lod_bias)) put_f32(buffer, samplers[i].min_lod);
goto fail; put_f32(buffer, samplers[i].max_lod);
if (!write_dword(context, samplers[i].max_anisotropy)) put_u32(buffer, samplers[i].shader_register);
goto fail; put_u32(buffer, samplers[i].register_space);
if (!write_dword(context, samplers[i].comparison_func)) put_u32(buffer, samplers[i].shader_visibility);
goto fail;
if (!write_dword(context, samplers[i].border_colour))
goto fail;
if (!write_float(context, samplers[i].min_lod))
goto fail;
if (!write_float(context, samplers[i].max_lod))
goto fail;
if (!write_dword(context, samplers[i].shader_register))
goto fail;
if (!write_dword(context, samplers[i].register_space))
goto fail;
if (!write_dword(context, samplers[i].shader_visibility))
goto fail;
} }
return VKD3D_OK;
fail:
vkd3d_shader_error(&context->message_context, NULL, VKD3D_SHADER_ERROR_RS_OUT_OF_MEMORY,
"Out of memory while writing root signature static samplers.");
return VKD3D_ERROR_OUT_OF_MEMORY;
} }
static int shader_write_root_signature(struct root_signature_writer_context *context, static int shader_write_root_signature(struct root_signature_writer_context *context,
@ -3187,7 +3161,8 @@ static int shader_write_root_signature(struct root_signature_writer_context *con
return ret; return ret;
set_u32(buffer, samplers_offset_position, get_chunk_offset(context)); set_u32(buffer, samplers_offset_position, get_chunk_offset(context));
return shader_write_static_samplers(context, desc); shader_write_static_samplers(buffer, desc);
return 0;
fail: fail:
vkd3d_shader_error(&context->message_context, NULL, VKD3D_SHADER_ERROR_RS_OUT_OF_MEMORY, vkd3d_shader_error(&context->message_context, NULL, VKD3D_SHADER_ERROR_RS_OUT_OF_MEMORY,