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.
This commit is contained in:
Zebediah Figura 2021-08-16 14:37:52 -05:00 committed by Alexandre Julliard
parent c0782a9029
commit 1019bbead6
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

View File

@ -2565,6 +2565,13 @@ int hlsl_compile_shader(const struct vkd3d_shader_code *hlsl, const struct vkd3d
return VKD3D_ERROR_INVALID_SHADER;
}
if (profile->type == VKD3D_SHADER_TYPE_COMPUTE)
{
const struct vkd3d_shader_location loc = {.source_name = compile_info->source_name};
hlsl_fixme(&ctx, &loc, "Compute shader thread count.\n");
}
ret = hlsl_emit_bytecode(&ctx, entry_func, compile_info->target_type, out);
hlsl_ctx_cleanup(&ctx);