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().
This commit is contained in:
Francisco Casas 2024-08-07 19:14:10 -04:00 committed by Henri Verbeet
parent 094e298c1c
commit 355d4c4a86
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

View File

@ -22,6 +22,7 @@
*/
#include "hlsl.h"
#include "vkd3d_shader_private.h"
#define SM4_MAX_SRC_COUNT 6
#define SM4_MAX_DST_COUNT 2
@ -3600,6 +3601,13 @@ static void write_sm4_rdef(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc)
unsigned int comp_offset;
enum hlsl_regset regset;
if (comp_type->class == HLSL_CLASS_STRING)
{
hlsl_error(ctx, &var->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE,
"Cannot write string default value.");
continue;
}
comp_offset = hlsl_type_get_component_offset(ctx, var->data_type, k, &regset);
if (regset == HLSL_REGSET_NUMERIC)
{