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>
This commit is contained in:
Jesse Natalie 2024-09-08 19:27:10 -07:00 committed by Marge Bot
parent 05dc524c75
commit 0ae4afe034

View file

@ -804,9 +804,9 @@ d3d12_shader_key_hash(const d3d12_shader_key *key)
hash += key->prev_varying_outputs;
hash += key->common_all;
if (key->next_has_frac_inputs)
hash = _mesa_hash_data_with_seed(&key->next_varying_frac_inputs, sizeof(d3d12_shader_selector::varying_frac_inputs), hash);
hash = _mesa_hash_data_with_seed(key->next_varying_frac_inputs, sizeof(d3d12_shader_selector::varying_frac_inputs), hash);
if (key->prev_has_frac_outputs)
hash = _mesa_hash_data_with_seed(&key->prev_varying_frac_outputs, sizeof(d3d12_shader_selector::varying_frac_outputs), hash);
hash = _mesa_hash_data_with_seed(key->prev_varying_frac_outputs, sizeof(d3d12_shader_selector::varying_frac_outputs), hash);
switch (key->stage) {
case PIPE_SHADER_VERTEX:
/* (Probably) not worth the bit extraction for needs_format_emulation and