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vkd3d: Implement component mapping for SRVs.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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committed by
Alexandre Julliard
parent
574cacdf15
commit
eb741c9ecd
@@ -931,6 +931,10 @@ cpp_quote(" | (((w) & D3D12_SHADER_COMPONENT_MAPPING_MASK) << (D3D12_SHAD
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cpp_quote(" | D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES)")
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cpp_quote("#define D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0, 1, 2, 3)")
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cpp_quote("#define D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(i, mapping) \\")
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cpp_quote(" ((D3D12_SHADER_COMPONENT_MAPPING)(mapping >> (i * D3D12_SHADER_COMPONENT_MAPPING_SHIFT) \\")
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cpp_quote(" & D3D12_SHADER_COMPONENT_MAPPING_MASK))")
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typedef struct D3D12_BUFFER_SRV
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{
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UINT64 FirstElement;
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