vkd3d-shader/ir: Check that signature masks are contiguous.

This commit is contained in:
Giovanni Mascellani 2024-10-13 17:45:21 +02:00 committed by Henri Verbeet
parent 083b87c712
commit 0e43dea42d
Notes: Henri Verbeet 2024-10-17 17:39:22 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1183

View File

@ -6810,6 +6810,11 @@ static void vsir_validate_signature_element(struct validation_context *ctx,
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SIGNATURE, validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SIGNATURE,
"element %u of %s signature: Invalid mask %#x.", idx, signature_type_name, element->mask); "element %u of %s signature: Invalid mask %#x.", idx, signature_type_name, element->mask);
if (!vkd3d_bitmask_is_contiguous(element->mask))
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SIGNATURE,
"element %u of %s signature: Non-contiguous mask %#x.",
idx, signature_type_name, element->mask);
/* Here we'd likely want to validate that the usage mask is a subset of the /* Here we'd likely want to validate that the usage mask is a subset of the
* signature mask. Unfortunately the D3DBC parser sometimes violates this. * signature mask. Unfortunately the D3DBC parser sometimes violates this.
* For example I've seen a shader like this: * For example I've seen a shader like this: