vkd3d-shader/dxbc: Do not extract I/O signatures for DXIL shaders.

The DXIL parser doesn't need them.
This commit is contained in:
Henri Verbeet
2025-02-05 16:28:00 +01:00
parent f4a3d17269
commit 4e28d1c658
Notes: Henri Verbeet 2025-02-20 16:07:33 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1383

View File

@@ -542,6 +542,8 @@ static int shdr_handler(const struct vkd3d_shader_dxbc_section_desc *section,
{
case TAG_ISGN:
case TAG_ISG1:
if (desc->is_dxil)
break;
if (desc->input_signature.elements)
{
FIXME("Multiple input signatures.\n");
@@ -554,6 +556,8 @@ static int shdr_handler(const struct vkd3d_shader_dxbc_section_desc *section,
case TAG_OSGN:
case TAG_OSG5:
case TAG_OSG1:
if (desc->is_dxil)
break;
if (desc->output_signature.elements)
{
FIXME("Multiple output signatures.\n");
@@ -565,6 +569,8 @@ static int shdr_handler(const struct vkd3d_shader_dxbc_section_desc *section,
case TAG_PCSG:
case TAG_PSG1:
if (desc->is_dxil)
break;
if (desc->patch_constant_signature.elements)
{
FIXME("Multiple patch constant signatures.\n");