vkd3d-shader: Avoid generating unique array types for immediate constant buffers.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2019-02-21 12:32:53 +01:00 committed by Alexandre Julliard
parent 992dfb1a55
commit d1e0ac115c
1 changed files with 1 additions and 1 deletions

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@ -4283,7 +4283,7 @@ static void vkd3d_dxbc_compiler_emit_dcl_immediate_constant_buffer(struct vkd3d_
VKD3D_TYPE_FLOAT, VKD3D_VEC4_SIZE, &icb->data[4 * i]);
type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_FLOAT, VKD3D_VEC4_SIZE);
length_id = vkd3d_dxbc_compiler_get_constant_uint(compiler, icb->vec4_count);
type_id = vkd3d_spirv_build_op_type_array(builder, type_id, length_id);
type_id = vkd3d_spirv_get_op_type_array(builder, type_id, length_id);
const_id = vkd3d_spirv_build_op_constant_composite(builder, type_id, elements, icb->vec4_count);
ptr_type_id = vkd3d_spirv_get_op_type_pointer(builder, SpvStorageClassPrivate, type_id);
icb_id = vkd3d_spirv_build_op_variable(builder, &builder->global_stream,