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libs/vkd3d-shader: Introduce vkd3d_shader_interface structure.
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@@ -599,8 +599,8 @@ static void d3d12_root_signature_append_vk_binding(struct d3d12_root_signature *
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root_signature->descriptor_mapping[i].type = descriptor_type;
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root_signature->descriptor_mapping[i].register_index = register_idx;
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root_signature->descriptor_mapping[i].is_buffer = buffer_descriptor;
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root_signature->descriptor_mapping[i].descriptor_set = context->set_index;
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root_signature->descriptor_mapping[i].binding = context->descriptor_binding++;
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root_signature->descriptor_mapping[i].binding.set = context->set_index;
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root_signature->descriptor_mapping[i].binding.binding = context->descriptor_binding++;
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}
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static uint32_t d3d12_root_signature_assign_vk_bindings(struct d3d12_root_signature *root_signature,
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@@ -1115,9 +1115,13 @@ static HRESULT create_shader_stage(struct d3d12_device *device,
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else
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{
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struct vkd3d_shader_code dxbc = {code->pShaderBytecode, code->BytecodeLength};
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if (FAILED(hr = vkd3d_shader_compile_dxbc(&dxbc, &spirv, 0,
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root_signature->descriptor_mapping, root_signature->descriptor_count,
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root_signature->push_constants, root_signature->constant_count)))
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struct vkd3d_shader_interface shader_interface;
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shader_interface.bindings = root_signature->descriptor_mapping;
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shader_interface.binding_count = root_signature->descriptor_count;
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shader_interface.push_constants = root_signature->push_constants;
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shader_interface.push_constant_count = root_signature->constant_count;
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if (FAILED(hr = vkd3d_shader_compile_dxbc(&dxbc, &spirv, 0, &shader_interface)))
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{
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WARN("Failed to compile shader, hr %#x.\n", hr);
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return hr;
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