Giovanni Mascellani (@giomasce) commented about libs/vkd3d-shader/dxil.c:
enum vkd3d_shader_opcode handler_idx, enum vkd3d_shader_opcode siv_handler_idx,
struct vkd3d_shader_dst_param *params)
+{
- struct vkd3d_shader_instruction *ins;
- struct vkd3d_shader_dst_param *param;
- const struct signature_element *e;
- unsigned int i;
- for (i = 0; i < s->element_count; ++i)
- {
e = &s->elements[i];
/* Do not check e->used_mask because in some cases it is zero for used elements.
* TODO: scan ahead for used I/O elements. */
if (e->sysval_semantic != VKD3D_SHADER_SV_NONE && e->sysval_semantic != VKD3D_SHADER_SV_TARGET)
That's not really a question about the code, but rather about shaders: is there a specific reason why `SV_Target` is special here?