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vkd3d-shader/msl: Set the prefix to "unknown" for unhandled shader types in msl_generator_init().
Like we do for GLSL; there's no reason to abort compilation here. Note that this also avoids leaking "gen->buffer" and "gen->string_buffers" on the error path.
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committed by
Henri Verbeet
parent
0c139ef7a0
commit
7fb288819a
Notes:
Henri Verbeet
2025-04-09 16:47:23 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1454
@@ -1292,7 +1292,7 @@ static int msl_generator_init(struct msl_generator *gen, struct vsir_program *pr
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{
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msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
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"Internal compiler error: Unhandled shader type %#x.", type);
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return VKD3D_ERROR_INVALID_SHADER;
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gen->prefix = "unknown";
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}
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gen->interface_info = vkd3d_find_struct(compile_info->next, INTERFACE_INFO);
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