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tests/shader_runner_vulkan: Avoid using ok() for shader compilation failues in create_graphics_pipeline().
Using ok() may result in todo's succeeding when create_shader_stage() succeeds, but vkCreateGraphicsPipelines() fails. There's not much point in using ok() here in the first place though, because ultimately the draw operation is going to fail when shader compilation failed.
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Notes:
Henri Verbeet
2024-11-11 15:59:39 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1252
@ -602,9 +602,7 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
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if (!ret)
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{
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/* We ok() only when failing here, so that we don't result in a "todo
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* succeeded" when the todo applies to pipeline linking. */
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todo_if (runner->r.is_todo) ok(false, "Failed to compile shaders.\n");
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trace("Failed to compile HLSL shader(s).\n");
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return VK_NULL_HANDLE;
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}
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@ -623,9 +621,9 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
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if (runner->r.shader_source[SHADER_TYPE_GS])
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ret &= create_shader_stage(runner, &stage_desc[stage_count++], SHADER_TYPE_GS, VK_SHADER_STAGE_GEOMETRY_BIT);
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todo_if (runner->r.is_todo) ok(ret, "Failed to compile shaders.\n");
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if (!ret)
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{
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trace("Failed to compile SPIR-V shader(s).\n");
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for (i = 0; i < ARRAY_SIZE(stage_desc); ++i)
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VK_CALL(vkDestroyShaderModule(device, stage_desc[i].module, NULL));
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return VK_NULL_HANDLE;
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