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dzn: drop auto usage
The auto keyword isn't available in C, so let's drop it and just use explicit types instead. Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15816>
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d61c2e965b
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2 changed files with 28 additions and 28 deletions
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@ -581,7 +581,7 @@ dzn_cmd_buffer_collect_queries(struct dzn_cmd_buffer *cmdbuf,
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dzn_cmd_buffer_dynbitset_clear_range(cmdbuf, &state->collect, start, count);
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}
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DZN_SWAP(barrier.Transition.StateBefore, barrier.Transition.StateAfter);
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DZN_SWAP(D3D12_RESOURCE_STATES, barrier.Transition.StateBefore, barrier.Transition.StateAfter);
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ID3D12GraphicsCommandList1_ResourceBarrier(cmdbuf->cmdlist, 1, &barrier);
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return VK_SUCCESS;
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}
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@ -1029,8 +1029,8 @@ adjust_clear_color(VkFormat format, const VkClearColorValue &col)
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// D3D12 doesn't support bgra4, so we map it to rgba4 and swizzle things
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// manually where it matters, like here, in the clear path.
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if (format == VK_FORMAT_B4G4R4A4_UNORM_PACK16) {
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DZN_SWAP(out.float32[0], out.float32[1]);
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DZN_SWAP(out.float32[2], out.float32[3]);
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DZN_SWAP(float, out.float32[0], out.float32[1]);
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DZN_SWAP(float, out.float32[2], out.float32[3]);
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}
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return out;
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@ -1212,8 +1212,8 @@ dzn_cmd_buffer_clear_attachment(struct dzn_cmd_buffer *cmdbuf,
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flags |= D3D12_CLEAR_FLAG_STENCIL;
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if (flags != 0) {
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auto desc = dzn_image_get_dsv_desc(image, &range, 0);
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auto handle = dzn_cmd_buffer_get_dsv(cmdbuf, image, &desc);
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D3D12_DEPTH_STENCIL_VIEW_DESC desc = dzn_image_get_dsv_desc(image, &range, 0);
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D3D12_CPU_DESCRIPTOR_HANDLE handle = dzn_cmd_buffer_get_dsv(cmdbuf, image, &desc);
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ID3D12GraphicsCommandList1_ClearDepthStencilView(cmdbuf->cmdlist, handle, flags,
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value->depthStencil.depth,
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value->depthStencil.stencil,
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@ -1251,8 +1251,8 @@ dzn_cmd_buffer_clear_attachment(struct dzn_cmd_buffer *cmdbuf,
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&value->color,
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&range, rect_count, rects);
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} else {
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auto desc = dzn_image_get_rtv_desc(image, &range, 0);
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auto handle = dzn_cmd_buffer_get_rtv(cmdbuf, image, &desc);
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D3D12_RENDER_TARGET_VIEW_DESC desc = dzn_image_get_rtv_desc(image, &range, 0);
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D3D12_CPU_DESCRIPTOR_HANDLE handle = dzn_cmd_buffer_get_rtv(cmdbuf, image, &desc);
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ID3D12GraphicsCommandList1_ClearRenderTargetView(cmdbuf->cmdlist, handle, vals, rect_count, rects);
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}
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}
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@ -1330,12 +1330,12 @@ dzn_cmd_buffer_clear_color(struct dzn_cmd_buffer *cmdbuf,
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view_range.layerCount = u_minify(image->vk.extent.depth, range->baseMipLevel + lvl);
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}
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auto desc = dzn_image_get_rtv_desc(image, &view_range, lvl);
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auto handle = dzn_cmd_buffer_get_rtv(cmdbuf, image, &desc);
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D3D12_RENDER_TARGET_VIEW_DESC desc = dzn_image_get_rtv_desc(image, &view_range, lvl);
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D3D12_CPU_DESCRIPTOR_HANDLE handle = dzn_cmd_buffer_get_rtv(cmdbuf, image, &desc);
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ID3D12GraphicsCommandList1_ClearRenderTargetView(cmdbuf->cmdlist, handle, clear_vals, 0, NULL);
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if (barrier.Transition.StateBefore != barrier.Transition.StateAfter) {
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DZN_SWAP(barrier.Transition.StateBefore, barrier.Transition.StateAfter);
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DZN_SWAP(D3D12_RESOURCE_STATES, barrier.Transition.StateBefore, barrier.Transition.StateAfter);
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for (uint32_t layer = 0; layer < layer_count; layer++) {
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barrier.Transition.Subresource =
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@ -1403,8 +1403,8 @@ dzn_cmd_buffer_clear_zs(struct dzn_cmd_buffer *cmdbuf,
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}
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}
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auto desc = dzn_image_get_dsv_desc(image, range, lvl);
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auto handle = dzn_cmd_buffer_get_dsv(cmdbuf, image, &desc);
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D3D12_DEPTH_STENCIL_VIEW_DESC desc = dzn_image_get_dsv_desc(image, range, lvl);
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D3D12_CPU_DESCRIPTOR_HANDLE handle = dzn_cmd_buffer_get_dsv(cmdbuf, image, &desc);
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ID3D12GraphicsCommandList1_ClearDepthStencilView(cmdbuf->cmdlist,
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handle, flags,
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zs->depth,
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@ -1413,7 +1413,7 @@ dzn_cmd_buffer_clear_zs(struct dzn_cmd_buffer *cmdbuf,
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if (barrier_count > 0) {
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for (uint32_t b = 0; b < barrier_count; b++)
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DZN_SWAP(barriers[b].Transition.StateBefore, barriers[b].Transition.StateAfter);
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DZN_SWAP(D3D12_RESOURCE_STATES, barriers[b].Transition.StateBefore, barriers[b].Transition.StateAfter);
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for (uint32_t layer = 0; layer < layer_count; layer++) {
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for (uint32_t b = 0; b < barrier_count; b++) {
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@ -1632,8 +1632,8 @@ dzn_cmd_buffer_copy_img_chunk(struct dzn_cmd_buffer *cmdbuf,
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assert(src_subres->layerCount == dst_subres->layerCount);
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}
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auto dst_loc = dzn_image_get_copy_loc(dst, dst_subres, aspect, dst_l);
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auto src_loc = dzn_image_get_copy_loc(src, src_subres, aspect, src_l);
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D3D12_TEXTURE_COPY_LOCATION dst_loc = dzn_image_get_copy_loc(dst, dst_subres, aspect, dst_l);
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D3D12_TEXTURE_COPY_LOCATION src_loc = dzn_image_get_copy_loc(src, src_subres, aspect, src_l);
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D3D12_BOX src_box = {
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.left = (UINT)MAX2(region->srcOffset.x, 0),
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@ -1681,7 +1681,7 @@ dzn_cmd_buffer_copy_img_chunk(struct dzn_cmd_buffer *cmdbuf,
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ID3D12GraphicsCommandList1_CopyTextureRegion(cmdlist, tmp_loc, 0, 0, 0, &src_loc, &src_box);
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DZN_SWAP(barrier.Transition.StateBefore, barrier.Transition.StateAfter);
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DZN_SWAP(D3D12_RESOURCE_STATES, barrier.Transition.StateBefore, barrier.Transition.StateAfter);
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ID3D12GraphicsCommandList1_ResourceBarrier(cmdlist, 1, &barrier);
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tmp_desc->Format =
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@ -1796,12 +1796,12 @@ dzn_cmd_buffer_blit_prepare_dst_view(struct dzn_cmd_buffer *cmdbuf,
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};
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if (ds) {
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auto desc = dzn_image_get_dsv_desc(img, &range, 0);
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auto handle = dzn_cmd_buffer_get_dsv(cmdbuf, img, &desc);
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D3D12_DEPTH_STENCIL_VIEW_DESC desc = dzn_image_get_dsv_desc(img, &range, 0);
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D3D12_CPU_DESCRIPTOR_HANDLE handle = dzn_cmd_buffer_get_dsv(cmdbuf, img, &desc);
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ID3D12GraphicsCommandList1_OMSetRenderTargets(cmdbuf->cmdlist, 0, NULL, TRUE, &handle);
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} else {
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auto desc = dzn_image_get_rtv_desc(img, &range, 0);
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auto handle = dzn_cmd_buffer_get_rtv(cmdbuf, img, &desc);
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D3D12_RENDER_TARGET_VIEW_DESC desc = dzn_image_get_rtv_desc(img, &range, 0);
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D3D12_CPU_DESCRIPTOR_HANDLE handle = dzn_cmd_buffer_get_rtv(cmdbuf, img, &desc);
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ID3D12GraphicsCommandList1_OMSetRenderTargets(cmdbuf->cmdlist, 1, &handle, FALSE, NULL);
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}
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}
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@ -1943,8 +1943,8 @@ dzn_cmd_buffer_blit_issue_barriers(struct dzn_cmd_buffer *cmdbuf,
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};
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if (post) {
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DZN_SWAP(barriers[0].Transition.StateBefore, barriers[0].Transition.StateAfter);
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DZN_SWAP(barriers[1].Transition.StateBefore, barriers[1].Transition.StateAfter);
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DZN_SWAP(D3D12_RESOURCE_STATES, barriers[0].Transition.StateBefore, barriers[0].Transition.StateAfter);
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DZN_SWAP(D3D12_RESOURCE_STATES, barriers[1].Transition.StateBefore, barriers[1].Transition.StateAfter);
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}
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uint32_t layer_count = dzn_get_layer_count(src, src_subres);
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@ -2271,7 +2271,7 @@ dzn_cmd_buffer_resolve_attachment(struct dzn_cmd_buffer *cmdbuf, uint32_t i)
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dst->srv_desc.Format);
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for (uint32_t b = 0; b < barrier_count; b++)
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DZN_SWAP(barriers[b].Transition.StateBefore, barriers[b].Transition.StateAfter);
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DZN_SWAP(D3D12_RESOURCE_STATES, barriers[b].Transition.StateBefore, barriers[b].Transition.StateAfter);
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if (barrier_count)
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ID3D12GraphicsCommandList1_ResourceBarrier(cmdbuf->cmdlist, barrier_count, barriers);
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@ -2904,7 +2904,7 @@ dzn_cmd_buffer_indirect_draw(struct dzn_cmd_buffer *cmdbuf,
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D3D12_INDEX_BUFFER_VIEW ib_view = {};
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if (triangle_fan_exec_buf) {
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auto index_type =
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enum dzn_index_type index_type =
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indexed ?
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dzn_index_type_from_dxgi_format(cmdbuf->state.ib.view.Format) :
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DZN_NO_INDEX;
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@ -3017,7 +3017,7 @@ dzn_CmdCopyBuffer2(VkCommandBuffer commandBuffer,
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VK_FROM_HANDLE(dzn_buffer, dst_buffer, info->dstBuffer);
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for (int i = 0; i < info->regionCount; i++) {
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auto ®ion = info->pRegions[i];
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const VkBufferCopy2 ®ion = info->pRegions[i];
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ID3D12GraphicsCommandList1_CopyBufferRegion(cmdbuf->cmdlist, dst_buffer->res, region.dstOffset,
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src_buffer->res, region.srcOffset,
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@ -4126,7 +4126,7 @@ dzn_CmdCopyQueryPoolResults(VkCommandBuffer commandBuffer,
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}
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}
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DZN_SWAP(barrier.Transition.StateBefore, barrier.Transition.StateAfter);
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DZN_SWAP(D3D12_RESOURCE_STATES, barrier.Transition.StateBefore, barrier.Transition.StateAfter);
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ID3D12GraphicsCommandList1_ResourceBarrier(cmdbuf->cmdlist, 1, &barrier);
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}
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@ -60,9 +60,9 @@
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#include "spirv_to_dxil.h"
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#define DZN_SWAP(a, b) \
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#define DZN_SWAP(t, a, b) \
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do { \
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auto __tmp = a; \
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t __tmp = a; \
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a = b; \
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b = __tmp; \
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} while (0)
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