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vkd3d-shader: Store the hlsl_reg_reservation struct directly.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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Alexandre Julliard
parent
bb79ca76ae
commit
e8e138ed54
@@ -35,7 +35,7 @@ static void prepend_uniform_copy(struct hlsl_ctx *ctx, struct list *instrs, stru
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/* Use the synthetic name for the temp, rather than the uniform, so that we
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* can write the uniform name into the shader reflection data. */
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if (!(uniform = hlsl_new_var(ctx, temp->name, temp->data_type, temp->loc, NULL, 0, temp->reg_reservation)))
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if (!(uniform = hlsl_new_var(ctx, temp->name, temp->data_type, temp->loc, NULL, 0, &temp->reg_reservation)))
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return;
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list_add_before(&temp->scope_entry, &uniform->scope_entry);
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list_add_tail(&ctx->extern_vars, &uniform->extern_entry);
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