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d3d12: Fix shader selector hash to hash array instead of pointer-to-array
Fixes: 116d0bf7 ("d3d12: Set fractional var masks")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31083>
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1 changed files with 2 additions and 2 deletions
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@ -804,9 +804,9 @@ d3d12_shader_key_hash(const d3d12_shader_key *key)
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hash += key->prev_varying_outputs;
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hash += key->common_all;
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if (key->next_has_frac_inputs)
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hash = _mesa_hash_data_with_seed(&key->next_varying_frac_inputs, sizeof(d3d12_shader_selector::varying_frac_inputs), hash);
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hash = _mesa_hash_data_with_seed(key->next_varying_frac_inputs, sizeof(d3d12_shader_selector::varying_frac_inputs), hash);
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if (key->prev_has_frac_outputs)
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hash = _mesa_hash_data_with_seed(&key->prev_varying_frac_outputs, sizeof(d3d12_shader_selector::varying_frac_outputs), hash);
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hash = _mesa_hash_data_with_seed(key->prev_varying_frac_outputs, sizeof(d3d12_shader_selector::varying_frac_outputs), hash);
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switch (key->stage) {
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case PIPE_SHADER_VERTEX:
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/* (Probably) not worth the bit extraction for needs_format_emulation and
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