From: Francisco Casas fcasas@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) {