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vkd3d-shader/hlsl: Skip writing string default values.
This causes a crash in the native compiler, but can only happen in ps_5_0 were it is possible to declare structs that are both used in the shader and contain strings. struct { float a; string b; } apple = {1, "foobar"}; float4 main() : sv_target { return apple.a; } In our case, hlsl_type_get_component_offset() triggered an assertion failure because it does not expect the string type. So this is replaced by an hlsl_error().
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Notes:
Henri Verbeet
2024-08-13 21:26:39 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/988
@ -22,6 +22,7 @@
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*/
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*/
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#include "hlsl.h"
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#include "hlsl.h"
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#include "vkd3d_shader_private.h"
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#define SM4_MAX_SRC_COUNT 6
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#define SM4_MAX_SRC_COUNT 6
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#define SM4_MAX_DST_COUNT 2
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#define SM4_MAX_DST_COUNT 2
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@ -3600,6 +3601,13 @@ static void write_sm4_rdef(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc)
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unsigned int comp_offset;
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unsigned int comp_offset;
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enum hlsl_regset regset;
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enum hlsl_regset regset;
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if (comp_type->class == HLSL_CLASS_STRING)
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{
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hlsl_error(ctx, &var->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE,
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"Cannot write string default value.");
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continue;
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}
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comp_offset = hlsl_type_get_component_offset(ctx, var->data_type, k, ®set);
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comp_offset = hlsl_type_get_component_offset(ctx, var->data_type, k, ®set);
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if (regset == HLSL_REGSET_NUMERIC)
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if (regset == HLSL_REGSET_NUMERIC)
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{
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{
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