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vkd3d-shader/hlsl: Validate that non-uniform objects are not referenced.
Note that in the future we should call validate_static_object_references() after DCE and pruning branches, because shaders such as these compile (at least in more modern versions of the native compiler): Branch pruning: ``` static RWTexture2D<float> tex; float4 main() : sv_target { if (0) { tex[int2(0, 0)] = 2; } return 0; } ``` DCE: ``` static Texture2D tex; uniform uint i; float4 main() : sv_target { float4 unused = tex.Load(int3(0, 1, 2)); return 0; } ``` These are "todo" tests in hlsl-static-initializer.shader_test that depend on this.
This commit is contained in:
committed by
Alexandre Julliard
parent
97c9669544
commit
17d6a4411e
Notes:
Alexandre Julliard
2023-01-19 22:45:10 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/54
@@ -157,7 +157,7 @@ todo draw quad
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todo probe (0, 0) rgba (11.0, 12.0, 13.0, 11.0)
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[pixel shader fail todo]
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[pixel shader fail]
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float4 main(Texture2D tex2) : sv_target
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{
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Texture2D tex1;
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