20 Feb
2023
20 Feb
'23
7:33 a.m.
It would be a bit awkward storing cloned instructions in a temporary array, because we would still need to allocate parameters in the main array, or 'steal' and append them to the parameter allocator's chain. I did the simplest thing: store index, instance_count and instruction_count for each phase, and memmove chunks starting at the tail. shader_normaliser_init() takes ownership of the passed instruction array, and unwanted instructions are NOP'ed. -- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/84#note_24776