vkd3d-shader: Generate the synthetic name for the temp variable instead of the uniform.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2021-04-15 19:03:45 -05:00 committed by Alexandre Julliard
parent 8f26986615
commit f0d2a6d384

View File

@ -25,39 +25,43 @@
/* Split uniforms into two variables representing the constant and temp /* Split uniforms into two variables representing the constant and temp
* registers, and copy the former to the latter, so that writes to uniforms * registers, and copy the former to the latter, so that writes to uniforms
* work. */ * work. */
static void prepend_uniform_copy(struct hlsl_ctx *ctx, struct list *instrs, struct hlsl_ir_var *var) static void prepend_uniform_copy(struct hlsl_ctx *ctx, struct list *instrs, struct hlsl_ir_var *temp)
{ {
struct vkd3d_string_buffer *name; struct vkd3d_string_buffer *name;
struct hlsl_ir_var *const_var; struct hlsl_ir_var *uniform;
struct hlsl_ir_store *store; struct hlsl_ir_store *store;
struct hlsl_ir_load *load; struct hlsl_ir_load *load;
/* Use the synthetic name for the temp, rather than the uniform, so that we
* can write the uniform name into the shader reflection data. */
if (!(uniform = hlsl_new_var(temp->name, temp->data_type, temp->loc, NULL, temp->reg_reservation)))
{
ctx->failed = true;
return;
}
list_add_before(&temp->scope_entry, &uniform->scope_entry);
list_add_tail(&ctx->extern_vars, &uniform->extern_entry);
temp->is_uniform = 0;
uniform->is_uniform = 1;
if (!(name = vkd3d_string_buffer_get(&ctx->string_buffers))) if (!(name = vkd3d_string_buffer_get(&ctx->string_buffers)))
{ {
ctx->failed = true; ctx->failed = true;
return; return;
} }
vkd3d_string_buffer_printf(name, "<uniform-%s>", var->name); vkd3d_string_buffer_printf(name, "<temp-%s>", temp->name);
if (!(const_var = hlsl_new_var(vkd3d_strdup(name->buffer), var->data_type, var->loc, NULL, var->reg_reservation))) temp->name = vkd3d_strdup(name->buffer);
{
vkd3d_string_buffer_release(&ctx->string_buffers, name);
ctx->failed = true;
return;
}
vkd3d_string_buffer_release(&ctx->string_buffers, name); vkd3d_string_buffer_release(&ctx->string_buffers, name);
list_add_before(&var->scope_entry, &const_var->scope_entry);
list_add_tail(&ctx->extern_vars, &const_var->extern_entry);
var->is_uniform = 0;
const_var->is_uniform = 1;
if (!(load = hlsl_new_var_load(const_var, var->loc))) if (!(load = hlsl_new_var_load(uniform, temp->loc)))
{ {
ctx->failed = true; ctx->failed = true;
return; return;
} }
list_add_head(instrs, &load->node.entry); list_add_head(instrs, &load->node.entry);
if (!(store = hlsl_new_simple_store(var, &load->node))) if (!(store = hlsl_new_simple_store(temp, &load->node)))
{ {
ctx->failed = true; ctx->failed = true;
return; return;