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vkd3d-shader/hlsl: Emit a hlsl_fixme() for HLSL_IR_CALL instructions.
Avoid outputting invalid shaders.
This commit is contained in:
committed by
Alexandre Julliard
parent
f9e7cb6345
commit
aa3badbd9d
Notes:
Alexandre Julliard
2023-01-31 22:50:33 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/65
@@ -824,6 +824,10 @@ static void write_sm1_instructions(struct hlsl_ctx *ctx, struct vkd3d_bytecode_b
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switch (instr->type)
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{
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case HLSL_IR_CALL:
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hlsl_fixme(ctx, &instr->loc, "Inline call instructions.\n");
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break;
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case HLSL_IR_CONSTANT:
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write_sm1_constant(ctx, buffer, instr);
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break;
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@@ -2360,6 +2360,10 @@ static void write_sm4_block(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *
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switch (instr->type)
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{
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case HLSL_IR_CALL:
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hlsl_fixme(ctx, &instr->loc, "Inline call instructions.\n");
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break;
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case HLSL_IR_CONSTANT:
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write_sm4_constant(ctx, buffer, hlsl_ir_constant(instr));
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break;
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