mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-09-12 18:50:22 -07:00
These are not looked up by name, so we don't need them in a specific scope. Moreover, since we generate the temporaries using the same storage modifiers as the uniforms, hlsl_emit_bytecode() will treat them as new uniforms if run multiple times. That function is currently only run once, but this will change when compiling shaders in effects.