Giovanni Mascellani (@giomasce) commented about libs/vkd3d-shader/tpf.c:
- {
if (reg->idx[i].offset == 0)
return VKD3D_SM4_ADDRESSING_RELATIVE;
else
return VKD3D_SM4_ADDRESSING_RELATIVE | VKD3D_SM4_ADDRESSING_OFFSET;
- }
- return 0;
+}
static uint32_t sm4_encode_register(const struct tpf_writer *tpf, const struct vkd3d_shader_register *reg, enum vkd3d_sm4_swizzle_type sm4_swizzle_type, uint32_t sm4_swizzle) {
- unsigned int idx0_addressing = sm4_get_index_addressing_from_reg(reg, 0);
- unsigned int idx1_addressing = sm4_get_index_addressing_from_reg(reg, 1);
- unsigned int idx2_addressing = sm4_get_index_addressing_from_reg(reg, 2);
Not really important, but it doesn't look like you need to create three variables for these. Just inline the call to `sm4_get_index_addressing_from_reg()` below.