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vkd3d-shader/hlsl: Check is_uniform instead of HLSL_STORAGE_UNIFORM when validating object refs.
We are using the hlsl_ir_var.is_uniform flag to indicate when an object is a uniform copy created from a variable with the HLSL_STORAGE_UNIFORM modifier. We should be checking for this instead of the HLSL_STORAGE_UNIFORM flag which is also set to 1 for the original variables, and there should be no reason to use this flag instead of "is_uniform" after the uniform copies and combined/separated samplers are created.
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Notes:
Alexandre Julliard
2023-07-17 23:25:21 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/209
@ -1690,7 +1690,7 @@ static bool validate_static_object_references(struct hlsl_ctx *ctx, struct hlsl_
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{
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struct hlsl_ir_resource_load *load = hlsl_ir_resource_load(instr);
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if (!(load->resource.var->storage_modifiers & HLSL_STORAGE_UNIFORM))
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if (!load->resource.var->is_uniform)
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{
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hlsl_error(ctx, &instr->loc, VKD3D_SHADER_ERROR_HLSL_NON_STATIC_OBJECT_REF,
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"Loaded resource must have a single uniform source.");
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@ -1705,7 +1705,7 @@ static bool validate_static_object_references(struct hlsl_ctx *ctx, struct hlsl_
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if (load->sampler.var)
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{
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if (!(load->sampler.var->storage_modifiers & HLSL_STORAGE_UNIFORM))
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if (!load->sampler.var->is_uniform)
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{
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hlsl_error(ctx, &instr->loc, VKD3D_SHADER_ERROR_HLSL_NON_STATIC_OBJECT_REF,
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"Resource load sampler must have a single uniform source.");
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@ -1723,7 +1723,7 @@ static bool validate_static_object_references(struct hlsl_ctx *ctx, struct hlsl_
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{
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struct hlsl_ir_resource_store *store = hlsl_ir_resource_store(instr);
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if (!(store->resource.var->storage_modifiers & HLSL_STORAGE_UNIFORM))
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if (!store->resource.var->is_uniform)
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{
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hlsl_error(ctx, &instr->loc, VKD3D_SHADER_ERROR_HLSL_NON_STATIC_OBJECT_REF,
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"Accessed resource must have a single uniform source.");
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