vkd3d-shader: Fix potential buffer overrun for image_operands
This would happen if you both sampled with both a texel offset and were LOD masked. Signed-off-by: Joshua Ashton <joshua@froggi.es>
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@ -7874,7 +7874,7 @@ static void vkd3d_dxbc_compiler_emit_sample(struct vkd3d_dxbc_compiler *compiler
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unsigned int image_operand_count = 0;
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struct vkd3d_shader_image image;
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unsigned int num_coordinates;
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uint32_t image_operands[3];
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uint32_t image_operands[4];
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DWORD coordinate_mask;
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bool is_sparse_op;
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SpvOp op;
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