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vkd3d-shader/hlsl: Add a hlsl_fixme() for compute shader thread counts.
In particular so that we don't cause test crashes by outputting invalid compute shaders.
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Notes:
Alexandre Julliard
2022-11-08 23:05:16 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/43
@ -2565,6 +2565,13 @@ int hlsl_compile_shader(const struct vkd3d_shader_code *hlsl, const struct vkd3d
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return VKD3D_ERROR_INVALID_SHADER;
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}
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if (profile->type == VKD3D_SHADER_TYPE_COMPUTE)
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{
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const struct vkd3d_shader_location loc = {.source_name = compile_info->source_name};
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hlsl_fixme(&ctx, &loc, "Compute shader thread count.\n");
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}
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ret = hlsl_emit_bytecode(&ctx, entry_func, compile_info->target_type, out);
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hlsl_ctx_cleanup(&ctx);
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