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.
This commit is contained in:
Giovanni Mascellani
2025-04-08 21:32:07 +02:00
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

View File

@@ -1292,7 +1292,7 @@ static int msl_generator_init(struct msl_generator *gen, struct vsir_program *pr
{
msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
"Internal compiler error: Unhandled shader type %#x.", type);
return VKD3D_ERROR_INVALID_SHADER;
gen->prefix = "unknown";
}
gen->interface_info = vkd3d_find_struct(compile_info->next, INTERFACE_INFO);