vkd3d-shader/ir: Pass a uint32_t write mask to vkd3d_write_mask_get_component_idx().

This commit is contained in:
Henri Verbeet
2023-12-05 22:19:07 +01:00
committed by Alexandre Julliard
parent 09235d9e09
commit e1aa12f94b
Notes: Alexandre Julliard 2023-12-13 23:23:35 +01:00
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/522
3 changed files with 27 additions and 27 deletions

View File

@@ -593,18 +593,18 @@ struct signature_element *vsir_signature_find_element_for_reg(const struct shade
}
static unsigned int range_map_get_register_count(uint8_t range_map[][VKD3D_VEC4_SIZE],
unsigned int register_idx, unsigned int write_mask)
unsigned int register_idx, uint32_t write_mask)
{
return range_map[register_idx][vkd3d_write_mask_get_component_idx(write_mask)];
return range_map[register_idx][vsir_write_mask_get_component_idx(write_mask)];
}
static void range_map_set_register_range(uint8_t range_map[][VKD3D_VEC4_SIZE], unsigned int register_idx,
unsigned int register_count, unsigned int write_mask, bool is_dcl_indexrange)
unsigned int register_count, uint32_t write_mask, bool is_dcl_indexrange)
{
unsigned int i, j, r, c, component_idx, component_count;
assert(write_mask <= VKD3DSP_WRITEMASK_ALL);
component_idx = vkd3d_write_mask_get_component_idx(write_mask);
component_idx = vsir_write_mask_get_component_idx(write_mask);
component_count = vkd3d_write_mask_component_count(write_mask);
assert(register_idx < MAX_REG_OUTPUT && MAX_REG_OUTPUT - register_idx >= register_count);
@@ -899,7 +899,7 @@ static bool shader_dst_param_io_normalise(struct vkd3d_shader_dst_param *dst_par
element_idx = shader_signature_find_element_for_reg(signature, reg_idx, write_mask);
e = &signature->elements[element_idx];
dst_param->write_mask >>= vkd3d_write_mask_get_component_idx(e->mask);
dst_param->write_mask >>= vsir_write_mask_get_component_idx(e->mask);
if (is_io_dcl)
{
/* Validated in the TPF reader. */
@@ -1011,7 +1011,7 @@ static void shader_src_param_io_normalise(struct vkd3d_shader_src_param *src_par
reg->idx[id_idx].offset = element_idx;
reg->idx_count = id_idx + 1;
if ((component_idx = vkd3d_write_mask_get_component_idx(e->mask)))
if ((component_idx = vsir_write_mask_get_component_idx(e->mask)))
{
for (i = 0; i < VKD3D_VEC4_SIZE; ++i)
if (vkd3d_swizzle_get_component(src_param->swizzle, i))