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synced 2025-04-13 05:43:18 -07:00
vkd3d-shader: Unset r# registers state while leaving current shader phase.
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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@ -3980,6 +3980,7 @@ static void vkd3d_dxbc_compiler_emit_dcl_temps(struct vkd3d_dxbc_compiler *compi
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function_location = vkd3d_dxbc_compiler_get_current_function_location(compiler);
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function_location = vkd3d_dxbc_compiler_get_current_function_location(compiler);
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vkd3d_spirv_begin_function_stream_insertion(builder, function_location);
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vkd3d_spirv_begin_function_stream_insertion(builder, function_location);
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assert(!compiler->temp_count);
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compiler->temp_count = instruction->declaration.count;
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compiler->temp_count = instruction->declaration.count;
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for (i = 0; i < compiler->temp_count; ++i)
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for (i = 0; i < compiler->temp_count; ++i)
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{
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{
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@ -4810,15 +4811,24 @@ static void vkd3d_dxbc_compiler_emit_dcl_thread_group(struct vkd3d_dxbc_compiler
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SpvExecutionModeLocalSize, local_size, ARRAY_SIZE(local_size));
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SpvExecutionModeLocalSize, local_size, ARRAY_SIZE(local_size));
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}
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}
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static void vkd3d_dxbc_compiler_leave_shader_phase(struct vkd3d_dxbc_compiler *compiler)
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{
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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vkd3d_spirv_build_op_function_end(builder);
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compiler->temp_id = 0;
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compiler->temp_count = 0;
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}
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static void vkd3d_dxbc_compiler_enter_shader_phase(struct vkd3d_dxbc_compiler *compiler,
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static void vkd3d_dxbc_compiler_enter_shader_phase(struct vkd3d_dxbc_compiler *compiler,
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const struct vkd3d_shader_instruction *instruction)
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const struct vkd3d_shader_instruction *instruction)
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{
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{
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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struct vkd3d_shader_phase *phase;
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struct vkd3d_shader_phase *phase;
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unsigned int idx;
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unsigned int idx;
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if ((idx = compiler->shader_phase_count))
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if ((idx = compiler->shader_phase_count))
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vkd3d_spirv_build_op_function_end(builder);
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vkd3d_dxbc_compiler_leave_shader_phase(compiler);
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if (!vkd3d_array_reserve((void **)&compiler->shader_phases, &compiler->shader_phases_size,
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if (!vkd3d_array_reserve((void **)&compiler->shader_phases, &compiler->shader_phases_size,
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compiler->shader_phase_count + 1, sizeof(*compiler->shader_phases)))
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compiler->shader_phase_count + 1, sizeof(*compiler->shader_phases)))
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