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vkd3d-shader: Use typed shader inputs directly.
... instead of copying them to a private floating-point variable. 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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@ -3238,7 +3238,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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vkd3d_spirv_build_op_decorate1(builder, input_id, SpvDecorationComponent, component_idx);
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}
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use_private_var = component_type != VKD3D_TYPE_FLOAT || component_count != VKD3D_VEC4_SIZE;
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use_private_var = component_count != VKD3D_VEC4_SIZE || (builtin && builtin->fixup_pfn);
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vkd3d_symbol_make_register(®_symbol, reg);
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@ -3256,7 +3256,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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{
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reg_symbol.id = var_id;
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reg_symbol.info.reg.storage_class = storage_class;
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reg_symbol.info.reg.component_type = VKD3D_TYPE_FLOAT;
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reg_symbol.info.reg.component_type = use_private_var ? VKD3D_TYPE_FLOAT : component_type;
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reg_symbol.info.reg.write_mask = VKD3DSP_WRITEMASK_ALL;
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vkd3d_dxbc_compiler_put_symbol(compiler, ®_symbol);
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