Giovanni Mascellani (@giomasce) commented about libs/vkd3d-shader/dxil.c:
+ return CONTAINING_RECORD(parser, struct vkd3d_shader_sm6_parser, p); +} + +static void shader_sm6_reset(struct vkd3d_shader_parser *parser) +{ + parser->failed = false; +} + +static bool shader_sm6_is_end(struct vkd3d_shader_parser *parser) +{ + struct vkd3d_shader_sm6_parser *sm6 = vkd3d_shader_sm6_parser(parser); + + return parser->ptr == sm6->end; +} + +static inline unsigned int shader_sm6_read_uint32(struct vkd3d_shader_parser *parser) Here and in other places it would feel more natural to use `uint32_t` instead of `unsigned int`, even if they end up being the same thing on all architectures we care about. You sometimes use fixed-width types and sometimes don't. Is there a logic for that? Since I guess that DXIL/LLVM specifications mandate the bit width for basically everything, I'd say that it makes sense to always use fixed-width integer types.
-- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/44#note_12819