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vkd3d-shader/hlsl: Keep an hlsl_reg for each register set in hlsl_ir_var.
This commit is contained in:
committed by
Alexandre Julliard
parent
5272c5f86a
commit
e0031d2a1f
Notes:
Alexandre Julliard
2023-02-22 21:51:16 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/66
@@ -380,19 +380,13 @@ struct hlsl_ir_var
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/* Offset where the variable's value is stored within its buffer in numeric register components.
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* This in case the variable is uniform. */
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unsigned int buffer_offset;
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/* Register to which the variable is allocated during its lifetime.
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* In case that the variable spans multiple registers, this is set to the start of the register
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* range.
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* The register type is inferred from the data type and the storage of the variable.
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/* Register to which the variable is allocated during its lifetime, for each register set.
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* In case that the variable spans multiple registers in one regset, this is set to the
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* start of the register range.
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* Builtin semantics don't use the field.
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* In SM4, uniforms don't use the field because they are located using the buffer's hlsl_reg
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* and the buffer_offset instead.
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* If the variable is an input semantic copy, the register is 'v'.
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* If the variable is an output semantic copy, the register is 'o'.
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* Textures are stored on 's' registers in SM1, and 't' registers in SM4.
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* Samplers are stored on 's' registers.
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* UAVs are stored on 'u' registers. */
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struct hlsl_reg reg;
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* and the buffer_offset instead. */
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struct hlsl_reg regs[HLSL_REGSET_LAST + 1];
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uint32_t is_input_semantic : 1;
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uint32_t is_output_semantic : 1;
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