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vkd3d-shader: Introduce vkd3d_shader_string_from_message_context().
It's main advantage over vkd3d_shader_message_context_copy_messages() is that it can't fail. The original issue this addresses is that vkd3d_shader_compile() should free its output when vkd3d_shader_message_context_copy_messages() fails, as spotted by Giovanni; that likely would have applied to a number of the other uses of vkd3d_shader_message_context_copy_messages() as well.
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Notes:
Henri Verbeet
2025-11-26 17:14:21 +01:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1845
@@ -319,14 +319,21 @@ void vkd3d_string_buffer_release(struct vkd3d_string_buffer_cache *cache, struct
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cache->buffers[cache->count++] = buffer;
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}
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void vkd3d_shader_code_from_string_buffer(struct vkd3d_shader_code *code, struct vkd3d_string_buffer *buffer)
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static char *vkd3d_shader_string_from_string_buffer(struct vkd3d_string_buffer *buffer)
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{
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code->code = buffer->buffer;
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code->size = buffer->content_size;
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char *s = buffer->buffer;
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buffer->buffer = NULL;
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buffer->buffer_size = 0;
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buffer->content_size = 0;
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return s;
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}
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void vkd3d_shader_code_from_string_buffer(struct vkd3d_shader_code *code, struct vkd3d_string_buffer *buffer)
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{
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code->size = buffer->content_size;
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code->code = vkd3d_shader_string_from_string_buffer(buffer);
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}
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void vkd3d_shader_message_context_init(struct vkd3d_shader_message_context *context,
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@@ -347,23 +354,15 @@ void vkd3d_shader_message_context_trace_messages_(const struct vkd3d_shader_mess
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vkd3d_string_buffer_trace_(&context->messages, function);
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}
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bool vkd3d_shader_message_context_copy_messages(struct vkd3d_shader_message_context *context, char **out)
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void vkd3d_shader_string_from_message_context(char **out, struct vkd3d_shader_message_context *context)
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{
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char *messages;
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if (!out)
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return true;
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return;
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*out = NULL;
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if (!context->messages.content_size)
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return true;
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if (!(messages = vkd3d_malloc(context->messages.content_size + 1)))
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return false;
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memcpy(messages, context->messages.buffer, context->messages.content_size + 1);
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*out = messages;
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return true;
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if (context->messages.content_size)
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*out = vkd3d_shader_string_from_string_buffer(&context->messages);
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else
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*out = NULL;
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}
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void vkd3d_shader_vnote(struct vkd3d_shader_message_context *context, const struct vkd3d_shader_location *location,
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@@ -1772,8 +1771,7 @@ int vkd3d_shader_scan(const struct vkd3d_shader_compile_info *compile_info, char
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}
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vkd3d_shader_message_context_trace_messages(&message_context);
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if (!vkd3d_shader_message_context_copy_messages(&message_context, messages))
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ret = VKD3D_ERROR_OUT_OF_MEMORY;
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vkd3d_shader_string_from_message_context(messages, &message_context);
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vkd3d_shader_message_context_cleanup(&message_context);
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return ret;
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}
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@@ -1920,8 +1918,7 @@ int vkd3d_shader_compile(const struct vkd3d_shader_compile_info *compile_info,
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vkd3d_shader_dump_shader(&dump_data, out->code, out->size, SHADER_DUMP_TYPE_TARGET);
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vkd3d_shader_message_context_trace_messages(&message_context);
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if (!vkd3d_shader_message_context_copy_messages(&message_context, messages))
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ret = VKD3D_ERROR_OUT_OF_MEMORY;
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vkd3d_shader_string_from_message_context(messages, &message_context);
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vkd3d_shader_message_context_cleanup(&message_context);
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return ret;
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}
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@@ -2039,9 +2036,7 @@ int vkd3d_shader_parse_input_signature(const struct vkd3d_shader_code *dxbc,
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ret = shader_parse_input_signature(dxbc, &message_context, &shader_signature);
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vkd3d_shader_message_context_trace_messages(&message_context);
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if (!vkd3d_shader_message_context_copy_messages(&message_context, messages))
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ret = VKD3D_ERROR_OUT_OF_MEMORY;
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vkd3d_shader_string_from_message_context(messages, &message_context);
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vkd3d_shader_message_context_cleanup(&message_context);
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if (!vkd3d_shader_signature_from_shader_signature(signature, &shader_signature))
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@@ -2246,8 +2241,7 @@ int vkd3d_shader_preprocess(const struct vkd3d_shader_compile_info *compile_info
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vkd3d_shader_dump_shader(&dump_data, out->code, out->size, SHADER_DUMP_TYPE_PREPROC);
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vkd3d_shader_message_context_trace_messages(&message_context);
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if (!vkd3d_shader_message_context_copy_messages(&message_context, messages))
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ret = VKD3D_ERROR_OUT_OF_MEMORY;
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vkd3d_shader_string_from_message_context(messages, &message_context);
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vkd3d_shader_message_context_cleanup(&message_context);
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return ret;
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}
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