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.
This commit is contained in:
Henri Verbeet
2025-11-23 00:16:01 +01:00
parent 96872b941e
commit 1007ba40b5
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
3 changed files with 25 additions and 37 deletions

View File

@@ -319,14 +319,21 @@ void vkd3d_string_buffer_release(struct vkd3d_string_buffer_cache *cache, struct
cache->buffers[cache->count++] = buffer;
}
void vkd3d_shader_code_from_string_buffer(struct vkd3d_shader_code *code, struct vkd3d_string_buffer *buffer)
static char *vkd3d_shader_string_from_string_buffer(struct vkd3d_string_buffer *buffer)
{
code->code = buffer->buffer;
code->size = buffer->content_size;
char *s = buffer->buffer;
buffer->buffer = NULL;
buffer->buffer_size = 0;
buffer->content_size = 0;
return s;
}
void vkd3d_shader_code_from_string_buffer(struct vkd3d_shader_code *code, struct vkd3d_string_buffer *buffer)
{
code->size = buffer->content_size;
code->code = vkd3d_shader_string_from_string_buffer(buffer);
}
void vkd3d_shader_message_context_init(struct vkd3d_shader_message_context *context,
@@ -347,23 +354,15 @@ void vkd3d_shader_message_context_trace_messages_(const struct vkd3d_shader_mess
vkd3d_string_buffer_trace_(&context->messages, function);
}
bool vkd3d_shader_message_context_copy_messages(struct vkd3d_shader_message_context *context, char **out)
void vkd3d_shader_string_from_message_context(char **out, struct vkd3d_shader_message_context *context)
{
char *messages;
if (!out)
return true;
return;
*out = NULL;
if (!context->messages.content_size)
return true;
if (!(messages = vkd3d_malloc(context->messages.content_size + 1)))
return false;
memcpy(messages, context->messages.buffer, context->messages.content_size + 1);
*out = messages;
return true;
if (context->messages.content_size)
*out = vkd3d_shader_string_from_string_buffer(&context->messages);
else
*out = NULL;
}
void vkd3d_shader_vnote(struct vkd3d_shader_message_context *context, const struct vkd3d_shader_location *location,
@@ -1772,8 +1771,7 @@ int vkd3d_shader_scan(const struct vkd3d_shader_compile_info *compile_info, char
}
vkd3d_shader_message_context_trace_messages(&message_context);
if (!vkd3d_shader_message_context_copy_messages(&message_context, messages))
ret = VKD3D_ERROR_OUT_OF_MEMORY;
vkd3d_shader_string_from_message_context(messages, &message_context);
vkd3d_shader_message_context_cleanup(&message_context);
return ret;
}
@@ -1920,8 +1918,7 @@ int vkd3d_shader_compile(const struct vkd3d_shader_compile_info *compile_info,
vkd3d_shader_dump_shader(&dump_data, out->code, out->size, SHADER_DUMP_TYPE_TARGET);
vkd3d_shader_message_context_trace_messages(&message_context);
if (!vkd3d_shader_message_context_copy_messages(&message_context, messages))
ret = VKD3D_ERROR_OUT_OF_MEMORY;
vkd3d_shader_string_from_message_context(messages, &message_context);
vkd3d_shader_message_context_cleanup(&message_context);
return ret;
}
@@ -2039,9 +2036,7 @@ int vkd3d_shader_parse_input_signature(const struct vkd3d_shader_code *dxbc,
ret = shader_parse_input_signature(dxbc, &message_context, &shader_signature);
vkd3d_shader_message_context_trace_messages(&message_context);
if (!vkd3d_shader_message_context_copy_messages(&message_context, messages))
ret = VKD3D_ERROR_OUT_OF_MEMORY;
vkd3d_shader_string_from_message_context(messages, &message_context);
vkd3d_shader_message_context_cleanup(&message_context);
if (!vkd3d_shader_signature_from_shader_signature(signature, &shader_signature))
@@ -2246,8 +2241,7 @@ int vkd3d_shader_preprocess(const struct vkd3d_shader_compile_info *compile_info
vkd3d_shader_dump_shader(&dump_data, out->code, out->size, SHADER_DUMP_TYPE_PREPROC);
vkd3d_shader_message_context_trace_messages(&message_context);
if (!vkd3d_shader_message_context_copy_messages(&message_context, messages))
ret = VKD3D_ERROR_OUT_OF_MEMORY;
vkd3d_shader_string_from_message_context(messages, &message_context);
vkd3d_shader_message_context_cleanup(&message_context);
return ret;
}