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fix: auto creating dx9 shader args with too many elements
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@@ -2,6 +2,7 @@
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#include "Shader/D3D11ShaderAnalyser.h"
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#include "Shader/D3D9ShaderAnalyser.h"
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#include "Utils/Alignment.h"
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#include "Utils/Djb2.h"
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#include "Utils/Logging/Log.h"
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@@ -422,19 +423,20 @@ namespace
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if (!constInfo)
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return result::Unexpected(std::format("Missing info for code const {}", shaderArg.m_name));
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const auto variableElementCount = std::max<unsigned>(shaderArg.m_type_elements, 1);
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const auto elementSize = ElementSizeForArg(shaderArg);
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const auto elementCount = utils::Align(shaderArg.m_register_count, elementSize) / elementSize;
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const auto infoArrayCount = std::max<unsigned>(constInfo->arrayCount, 1);
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if (variableElementCount > infoArrayCount)
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if (elementCount > infoArrayCount)
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{
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return result::Unexpected(std::format("Could not auto create argument for constant {} as it has more elements ({}) than the code constant ({})",
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shaderArg.m_name,
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variableElementCount,
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elementCount,
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infoArrayCount));
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}
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techset::CommonShaderArgDestination commonDestination;
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const auto isTransposed = shaderArg.m_class == d3d9::ParameterClass::MATRIX_COLUMNS;
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for (auto elementIndex = 0u; elementIndex < variableElementCount; elementIndex++)
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for (auto elementIndex = 0u; elementIndex < elementCount; elementIndex++)
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{
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commonDestination.dx9.m_destination_register = shaderArg.m_register_index + elementIndex;
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auto result = AcceptShaderConstantArgument(commonDestination, isTransposed, shaderArg.m_register_count, *maybeCodeConst, elementIndex);
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@@ -448,6 +450,18 @@ namespace
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return NoResult{};
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}
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[[nodiscard]] static unsigned ElementSizeForArg(const d3d9::ShaderConstant& arg)
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{
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switch (arg.m_class)
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{
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case d3d9::ParameterClass::MATRIX_COLUMNS:
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case d3d9::ParameterClass::MATRIX_ROWS:
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return 4;
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default:
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return 1;
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}
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}
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result::Expected<NoResult, std::string> AutoCreateSamplerArg(const d3d9::ShaderConstant& shaderArg)
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{
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const auto maybeCodeSampler = m_common_code_source_infos.GetCodeSamplerSourceForAccessor(shaderArg.m_name);
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