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graphics: unify buffer bindings and depth target handling
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f43567e12c
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142b3c20fa
17 files changed
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@@ -134,7 +134,7 @@ bool UserDataDwordIndex(const EmitterState& state, IR::Register reg, uint32_t& d
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return false;
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}
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uint32_t EmitVsharpDwordLoad(EmitterState& state, uint32_t dword_index) {
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uint32_t EmitShaderDataDwordLoad(EmitterState& state, uint32_t dword_index) {
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if (state.push_constant_variable != 0) {
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const auto pointer = state.builder.AllocateId();
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const auto value = state.builder.AllocateId();
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@@ -172,7 +172,7 @@ uint32_t InitialRegisterValue(const EmitterState& state, IR::Register reg) {
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uint32_t EmitInitialRegisterValue(EmitterState& state, IR::Register reg) {
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uint32_t dword_index = 0;
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if (UserDataDwordIndex(state, reg, dword_index)) {
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return EmitVsharpDwordLoad(state, dword_index);
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return EmitShaderDataDwordLoad(state, dword_index);
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}
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return ConstantU32(state, InitialRegisterValue(state, reg));
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}
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@@ -1064,6 +1064,7 @@ void EmitFunction(EmitterState& state, const IR::Program& program) {
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EmitComputeInputRegisters(state);
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EmitPixelInputRegisters(state);
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EmitVertexInputRegisters(state);
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EmitStorageBufferOffsets(state);
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if (state.dispatcher_fallback) {
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EmitDispatcherFunction(state, program);
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state.builder.AddFunction({OpFunctionEnd});
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