From: Francisco Casas <fcasas(a)codeweavers.com> This should have no effect, since in SM1 the allocation size is the same as the bind count because there are no texture registers. It is just done for consistency. --- libs/vkd3d-shader/d3dbc.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/libs/vkd3d-shader/d3dbc.c b/libs/vkd3d-shader/d3dbc.c index fdb71805..347c1dff 100644 --- a/libs/vkd3d-shader/d3dbc.c +++ b/libs/vkd3d-shader/d3dbc.c @@ -1680,7 +1680,7 @@ static void write_sm1_uniforms(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffe else { put_u32(buffer, vkd3d_make_u32(D3DXRS_SAMPLER, var->regs[r].id)); - put_u32(buffer, var->regs[r].allocation_size); + put_u32(buffer, var->bind_count[r]); } put_u32(buffer, 0); /* type */ put_u32(buffer, 0); /* FIXME: default value */ @@ -2027,7 +2027,7 @@ static void write_sm1_sampler_dcls(struct hlsl_ctx *ctx, struct vkd3d_bytecode_b if (!var->regs[HLSL_REGSET_SAMPLERS].allocated) continue; - count = var->regs[HLSL_REGSET_SAMPLERS].allocation_size; + count = var->bind_count[HLSL_REGSET_SAMPLERS]; for (i = 0; i < count; ++i) { -- GitLab https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/299