vkd3d-shader/ir: Validate usage masks in shader signatures.

This commit is contained in:
Giovanni Mascellani 2024-10-08 15:25:01 +02:00 committed by Henri Verbeet
parent 71dccc0132
commit 6e14d7ab90
Notes: Henri Verbeet 2024-10-10 20:09:41 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1167

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@ -6518,6 +6518,30 @@ static void vsir_validate_signature_element(struct validation_context *ctx,
if (element->mask == 0 || (element->mask & ~0xf))
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SIGNATURE,
"element %u of %s signature: Invalid mask %#x.", idx, signature_type, element->mask);
/* Here we'd likely want to validate that the usage mask is a subset of the
* signature mask. Unfortunately the D3DBC parser sometimes violates this.
* For example I've seen a shader like this:
* ps_3_0
* [...]
* dcl_texcoord0 v0
* [...]
* texld r2.xyzw, v0.xyzw, s1.xyzw
* [...]
*
* The dcl_textcoord0 instruction secretly has a .xy mask, which is used to
* compute the signature mask, but the texld instruction apparently uses all
* the components. Of course the last two components are ignored, but
* formally they seem to be used. So we end up with a signature element with
* mask .xy and usage mask .xyzw.
*
* The correct fix would probably be to make the D3DBC parser aware of which
* components are really used for each instruction, but that would take some
* time. */
if (element->used_mask & ~0xf)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SIGNATURE,
"element %u of %s signature: Invalid usage mask %#x.",
idx, signature_type, element->used_mask);
}
static void vsir_validate_signature(struct validation_context *ctx,