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vkd3d-shader/tpf: Propagate validation errors after parsing.
Also, trace the program when validation fails after parsing, mostly to make debugging easier.
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Notes:
Henri Verbeet
2024-09-30 21:06:59 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1130
@ -2947,9 +2947,6 @@ int tpf_parse(const struct vkd3d_shader_compile_info *compile_info, uint64_t con
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&& !sm4.has_control_point_phase && !sm4.p.failed)
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shader_sm4_validate_default_phase_index_ranges(&sm4);
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if (!sm4.p.failed)
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vkd3d_shader_parser_validate(&sm4.p, config_flags);
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if (sm4.p.failed)
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{
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WARN("Failed to parse shader.\n");
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@ -2957,6 +2954,17 @@ int tpf_parse(const struct vkd3d_shader_compile_info *compile_info, uint64_t con
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return VKD3D_ERROR_INVALID_SHADER;
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}
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if ((ret = vkd3d_shader_parser_validate(&sm4.p, config_flags)) < 0)
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{
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WARN("Failed to validate shader after parsing, ret %d.\n", ret);
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if (TRACE_ON())
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vkd3d_shader_trace(program);
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vsir_program_cleanup(program);
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return ret;
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}
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return VKD3D_OK;
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}
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